package vendor:box2d
Overview
Generated by vendor-build/box2d/gen from Box2D's api/box2d_api.json, do not edit by hand.
Generated by vendor-build/box2d/gen from Box2D's api/box2d_api.json, do not edit by hand.
Generated by vendor-build/box2d/gen from Box2D's api/box2d_api.json, do not edit by hand.
Generated by vendor-build/box2d/gen from Box2D's api/box2d_api.json, do not edit by hand.
Bindings for Box2D.
Generated by vendor-build/box2d/gen from Box2D's api/box2d_api.json, do not edit by hand.
External Examples 1 ¶
The programs in odin-lang/examples about this package, and how many of its declarations each uses.
- raylib/
- box2d14
Index
Types (113)
- AABB
- AllocCallbackFcn
- AssertCallbackFcn
- BodyDef
- BodyEvents
- BodyId
- BodyMoveEvent
- BodyType
- BoxCastInput
- Capacity
- Capsule
- CastOutput
- CastResultCallbackFcn
- ChainDef
- ChainId
- ChainSegment
- Circle
- CollisionPlane
- ContactBeginTouchEvent
- ContactData
- ContactEndTouchEvent
- ContactEvents
- ContactHitEvent
- ContactId
- CosSin
- Counters
- CustomFilterCallbackFcn
- DebugDraw
- DistanceInput
- DistanceJointDef
- DistanceOutput
- DynamicTree
- EnqueueTaskCallbackFcn
- ExplosionDef
- Filter
- FilterJointDef
- FinishTaskCallbackFcn
- FreeCallbackFcn
- FrictionCallbackFcn
- HexColor
- Hull
- JointDef
- JointEvent
- JointEvents
- JointId
- JointType
- LocalManifold
- LocalManifoldPoint
- LogCallbackFcn
- Manifold
- ManifoldPoint
- MassData
- Mat22
- MotionLocks
- MotorJointDef
- MoverJointDef
- OverlapResultCallbackFcn
- Plane
- PlaneResult
- PlaneResultCallbackFcn
- PlaneSolverResult
- PogoJointDef
- Polygon
- Pos
- PreContinuousCallbackFcn
- PreSolveCallbackFcn
- PrismaticJointDef
- Profile
- QueryFilter
- RayCastInput
- RayResult
- Recording
- Replay
- ReplayInfo
- ReplayQueryHit
- ReplayQueryInfo
- ReplayQueryType
- RestitutionCallbackFcn
- RevoluteJointDef
- Rot
- Segment
- SegmentDistanceResult
- SensorBeginTouchEvent
- SensorEndTouchEvent
- SensorEvents
- ShapeCastInput
- ShapeCastPairInput
- ShapeDef
- ShapeId
- ShapeProxy
- ShapeType
- Simplex
- SimplexCache
- SimplexVertex
- SurfaceMaterial
- Sweep
- TOIInput
- TOIOutput
- TOIState
- TaskCallbackFcn
- Transform
- TreeBoxCastCallbackFcn
- TreeQueryCallbackFcn
- TreeRayCastCallbackFcn
- TreeStats
- Vec2
- Version
- WeldJointDef
- WheelJointDef
- WorldCastOutput
- WorldDef
- WorldId
- WorldTransform
Constants (32)
- AABB_MARGIN_FRACTION
- CONTACT_RECYCLE_COS_ANGLE
- DEFAULT_CATEGORY_BITS
- DEFAULT_MASK_BITS
- EPSILON
- GRAPH_COLOR_COUNT
- HASH_INIT
- Mat22_zero
- NAME_LENGTH
- NULL_INDEX
- PI
- Pos_zero
- Rot_identity
- TIME_TO_SLEEP
- Transform_identity
VERSION_… (3)
- Vec2_zero
- WorldTransform_identity
- nullBodyId
- nullChainId
- nullContactId
- nullJointId
- nullShapeId
- nullWorldId
Variables (0)
This section is empty.
Procedures (605)
AABB_… (5)
- Abs
AbsFloatAbsIntAdd- Atan2
Body_… (73)
- Body_ApplyAngularImpulse
- Body_ApplyForce
- Body_ApplyForceToCenter
- Body_ApplyLinearImpulse
- Body_ApplyLinearImpulseToCenter
- Body_ApplyTorque
- Body_ClearForces
- Body_ComputeBounds
- Body_Disable
- Body_Enable
- Body_EnableContactEvents
- Body_EnableContactRecycling
- Body_EnableHitEvents
- Body_EnableSleeping
- Body_GetAngularDamping
- Body_GetAngularVelocity
- Body_GetContactCapacity
- Body_GetContactData
- Body_GetGravityScale
- Body_GetJointCount
- Body_GetJoints
- Body_GetLinearDamping
- Body_GetLinearVelocity
- Body_GetLocalCenter
- Body_GetLocalPoint
- Body_GetLocalPointVelocity
- Body_GetLocalVector
- Body_GetMass
- Body_GetMassData
- Body_GetMaxExtent
- Body_GetMaxExtentFromOrigin
- Body_GetMinExtent
- Body_GetMotionLocks
- Body_GetName
- Body_GetPosition
- Body_GetRotation
- Body_GetRotationalInertia
- Body_GetSafetyFactor
- Body_GetShapeCount
- Body_GetShapes
- Body_GetSleepThreshold
- Body_GetTransform
- Body_GetType
- Body_GetUserData
- Body_GetWorld
- Body_GetWorldCenter
- Body_GetWorldPoint
- Body_GetWorldPointVelocity
- Body_GetWorldVector
- Body_IsAwake
- Body_IsBullet
- Body_IsContactRecyclingEnabled
- Body_IsEnabled
- Body_IsSleepingEnabled
- Body_IsValid
- Body_SetAngularDamping
- Body_SetAngularVelocity
- Body_SetAwake
- Body_SetBullet
- Body_SetGravityScale
- Body_SetLinearDamping
- Body_SetLinearVelocity
- Body_SetMassData
- Body_SetMotionLocks
- Body_SetName
- Body_SetSafetyFactor
- Body_SetSleepThreshold
- Body_SetTargetTransform
- Body_SetTransform
- Body_SetType
- Body_SetUserData
- Body_UpdateMassFromShapes
- Body_WakeTouching
- CONTACT_RECYCLE_DISTANCE
- CastRayCapsule
- CastRayCircle
- CastRayPolygon
- CastRaySegment
- CastShape
- CastShapeCapsule
- CastShapeCircle
- CastShapePolygon
- CastShapeSegment
- CeilingInt
- Clamp
ClampFloatClampInt- ClipVector
- CollideCapsuleAndCircle
- CollideCapsules
- CollideChainSegmentAndCapsule
- CollideChainSegmentAndCircle
- CollideChainSegmentAndPolygon
- CollideCircles
- CollidePolygonAndCapsule
- CollidePolygonAndCircle
- CollidePolygons
- CollideSegmentAndCapsule
- CollideSegmentAndCircle
- CollideSegmentAndPolygon
- ComputeAngularVelocity
- ComputeCapsuleBounds
- ComputeCapsuleMass
- ComputeCircleBounds
- ComputeCircleMass
- ComputeCosSin
- ComputeHull
- ComputePolygonBounds
- ComputePolygonMass
- ComputeRotationBetweenUnitVectors
- ComputeSegmentBounds
- ComputeSegmentDistance
- ComputeShapeDistance
- ComputeTimeOfImpact
- Contact_GetData
- Contact_IsValid
- CreateBody
- CreateCapsuleShape
- CreateChain
- CreateChainSegmentShape
- CreateCircleShape
- CreateDistanceJoint
- CreateDynamicTree
- CreateFilterJoint
- CreateMotorJoint
- CreateMoverJoint
- CreatePogoJoint
- CreatePolygonShape
- CreatePrismaticJoint
- CreateRecording
- CreateRecordingFromFile
- CreateReplay
- CreateRevoluteJoint
- CreateSegmentShape
- CreateTreeProxy
- CreateWeldJoint
- CreateWheelJoint
- CreateWorld
- CreateWorldFromSnapshot
- Cross
- CrossSV
- CrossVS
- DefaultBodyDef
- DefaultChainDef
- DefaultDebugDraw
- DefaultDistanceJointDef
- DefaultExplosionDef
- DefaultFilter
- DefaultFilterJointDef
- DefaultMotorJointDef
- DefaultMoverJointDef
- DefaultPogoJointDef
- DefaultPrismaticJointDef
- DefaultQueryFilter
- DefaultRevoluteJointDef
- DefaultShapeDef
- DefaultSurfaceMaterial
- DefaultWeldJointDef
- DefaultWheelJointDef
- DefaultWorldDef
- DestroyBody
- DestroyChain
- DestroyDynamicTree
- DestroyJoint
- DestroyRecording
- DestroyReplay
- DestroyShape
- DestroyTreeProxy
- DestroyWorld
- Distance
DistanceJoint_… (24)
- DistanceJoint_EnableLimit
- DistanceJoint_EnableMotor
- DistanceJoint_EnableSpring
- DistanceJoint_GetCurrentLength
- DistanceJoint_GetCurrentMotorForce
- DistanceJoint_GetLowerLimit
- DistanceJoint_GetMaxMotorForce
- DistanceJoint_GetRestLength
- DistanceJoint_GetSpringDampingRatio
- DistanceJoint_GetSpringForce
- DistanceJoint_GetSpringForceRange
- DistanceJoint_GetSpringHertz
- DistanceJoint_GetTargetMotorSpeed
- DistanceJoint_GetUpperLimit
- DistanceJoint_IsLimitEnabled
- DistanceJoint_IsMotorEnabled
- DistanceJoint_IsSpringEnabled
- DistanceJoint_SetLimits
- DistanceJoint_SetMaxMotorForce
- DistanceJoint_SetRestLength
- DistanceJoint_SetSpringDampingRatio
- DistanceJoint_SetSpringForceRange
- DistanceJoint_SetSpringHertz
- DistanceJoint_SetTargetMotorSpeed
- DistanceSquared
- Dot
DynamicTree_… (15)
- DynamicTree_CastBox
- DynamicTree_CastRay
- DynamicTree_GetAreaRatio
- DynamicTree_GetByteCount
- DynamicTree_GetCategoryBits
- DynamicTree_GetHeight
- DynamicTree_GetProxyBounds
- DynamicTree_GetProxyCount
- DynamicTree_GetRootBounds
- DynamicTree_GetUserData
- DynamicTree_MoveProxy
- DynamicTree_OverlapAABB
- DynamicTree_OverlapAABBAll
- DynamicTree_SetCategoryBits
- DynamicTree_Validate
- GetByteCount
- GetGraphColor
- GetInverse22
- GetLengthAndNormalize
- GetLengthUnitsPerMeter
- GetMilliseconds
- GetMillisecondsAndReset
- GetSweepTransform
- GetTicks
- GetVersion
- HUGE
- Hash
- ID_EQUALS
- IS_NON_NULL
- IS_NULL
- IntegrateRotation
- InvMulRot
- InvMulTransforms
- InvMulWorldTransforms
- InvRotateVector
- InvTransformPoint
- InvTransformWorldPoint
- InvertRot
- IsAVX2Available
- IsDoublePrecision
- IsNormalized
- IsNormalizedRot
- IsValidAABB
- IsValidFloat
- IsValidPlane
- IsValidPos
- IsValidRay
- IsValidRot
- IsValidTransform
- IsValidVec2
- IsValidWorldTransform
Joint_… (24)
- Joint_GetAngularSeparation
- Joint_GetBodyA
- Joint_GetBodyB
- Joint_GetCollideConnected
- Joint_GetConstraintForce
- Joint_GetConstraintTorque
- Joint_GetConstraintTuning
- Joint_GetForceThreshold
- Joint_GetLinearSeparation
- Joint_GetLocalFrameA
- Joint_GetLocalFrameB
- Joint_GetTorqueThreshold
- Joint_GetType
- Joint_GetUserData
- Joint_GetWorld
- Joint_IsValid
- Joint_SetCollideConnected
- Joint_SetConstraintTuning
- Joint_SetForceThreshold
- Joint_SetLocalFrameA
- Joint_SetLocalFrameB
- Joint_SetTorqueThreshold
- Joint_SetUserData
- Joint_WakeBodies
- LINEAR_SLOP
- LeftPerp
- Length
- LengthSquared
- Lerp
- LerpPos
- LoadBodyId
- LoadChainId
- LoadContactId
- LoadJointId
- LoadShapeId
- LoadWorldId
- MAX_AABB_MARGIN
- MakeAABB
- MakeBox
- MakeOffsetBox
- MakeOffsetPolygon
- MakeOffsetProxy
- MakeOffsetRoundedBox
- MakeOffsetRoundedPolygon
- MakePolygon
- MakeProxy
- MakeRot
- MakeRotFromUnitVector
- MakeRoundedBox
- MakeSquare
- MakeWorldTransform
- Max
MaxFloatMaxInt- Min
MinFloatMinIntMotorJoint_… (20)
- MotorJoint_GetAngularDampingRatio
- MotorJoint_GetAngularHertz
- MotorJoint_GetAngularVelocity
- MotorJoint_GetLinearDampingRatio
- MotorJoint_GetLinearHertz
- MotorJoint_GetLinearVelocity
- MotorJoint_GetMaxSpringForce
- MotorJoint_GetMaxSpringTorque
- MotorJoint_GetMaxVelocityForce
- MotorJoint_GetMaxVelocityTorque
- MotorJoint_SetAngularDampingRatio
- MotorJoint_SetAngularHertz
- MotorJoint_SetAngularVelocity
- MotorJoint_SetLinearDampingRatio
- MotorJoint_SetLinearHertz
- MotorJoint_SetLinearVelocity
- MotorJoint_SetMaxSpringForce
- MotorJoint_SetMaxSpringTorque
- MotorJoint_SetMaxVelocityForce
- MotorJoint_SetMaxVelocityTorque
MulMulAddMulMV- MulRot
MulSVMulSub- MulTransforms
- MulWorldTransforms
- NLerp
Neg- Normalize
- NormalizeChecked
- NormalizeRot
- OffsetPos
- PlaneSeparation
- PointInCapsule
- PointInCircle
- PointInPolygon
PrismaticJoint_… (22)
- PrismaticJoint_EnableLimit
- PrismaticJoint_EnableMotor
- PrismaticJoint_EnableSpring
- PrismaticJoint_GetCurrentMotorForce
- PrismaticJoint_GetCurrentSpeed
- PrismaticJoint_GetCurrentTranslation
- PrismaticJoint_GetLowerLimit
- PrismaticJoint_GetMaxMotorForce
- PrismaticJoint_GetSpringDampingRatio
- PrismaticJoint_GetSpringHertz
- PrismaticJoint_GetTargetMotorSpeed
- PrismaticJoint_GetTargetTranslation
- PrismaticJoint_GetUpperLimit
- PrismaticJoint_IsLimitEnabled
- PrismaticJoint_IsMotorEnabled
- PrismaticJoint_IsSpringEnabled
- PrismaticJoint_SetLimits
- PrismaticJoint_SetMaxMotorForce
- PrismaticJoint_SetSpringDampingRatio
- PrismaticJoint_SetSpringHertz
- PrismaticJoint_SetTargetMotorSpeed
- PrismaticJoint_SetTargetTranslation
Recording_… (3)
- RelativeAngle
Replay_… (20)
- Replay_DrawFrameQueries
- Replay_GetBodyCount
- Replay_GetBodyId
- Replay_GetDivergeFrame
- Replay_GetFrame
- Replay_GetFrameQuery
- Replay_GetFrameQueryCount
- Replay_GetFrameQueryHit
- Replay_GetInfo
- Replay_GetKeyframeBudget
- Replay_GetKeyframeBytes
- Replay_GetKeyframeInterval
- Replay_GetKeyframeMinInterval
- Replay_GetWorldId
- Replay_HasDiverged
- Replay_IsAtEnd
- Replay_Restart
- Replay_SeekFrame
- Replay_SetKeyframePolicy
- Replay_StepFrame
RevoluteJoint_… (22)
- RevoluteJoint_EnableLimit
- RevoluteJoint_EnableMotor
- RevoluteJoint_EnableSpring
- RevoluteJoint_GetCurrentAngle
- RevoluteJoint_GetCurrentMotorTorque
- RevoluteJoint_GetCurrentSpeed
- RevoluteJoint_GetLowerLimit
- RevoluteJoint_GetMaxMotorTorque
- RevoluteJoint_GetSpringDampingRatio
- RevoluteJoint_GetSpringHertz
- RevoluteJoint_GetTargetAngle
- RevoluteJoint_GetTargetMotorSpeed
- RevoluteJoint_GetUpperLimit
- RevoluteJoint_IsLimitEnabled
- RevoluteJoint_IsMotorEnabled
- RevoluteJoint_IsSpringEnabled
- RevoluteJoint_SetLimits
- RevoluteJoint_SetMaxMotorTorque
- RevoluteJoint_SetSpringDampingRatio
- RevoluteJoint_SetSpringHertz
- RevoluteJoint_SetTargetAngle
- RevoluteJoint_SetTargetMotorSpeed
- RightPerp
Rot_… (3)
- RotateVector
- RoundDownFloat
- RoundUpFloat
- SPECULATIVE_DISTANCE
- SetAllocator
- SetAssertCallback
- SetLengthUnitsPerMeter
- SetLogCallback
Shape_… (48)
- Shape_ApplyWind
- Shape_AreContactEventsEnabled
- Shape_AreHitEventsEnabled
- Shape_ArePreSolveEventsEnabled
- Shape_AreSensorEventsEnabled
- Shape_CastRay
- Shape_ComputeMassData
- Shape_EnableContactEvents
- Shape_EnableHitEvents
- Shape_EnablePreSolveEvents
- Shape_EnableSensorEvents
- Shape_GetBody
- Shape_GetBounds
- Shape_GetCapsule
- Shape_GetChainSegment
- Shape_GetCircle
- Shape_GetClosestPoint
- Shape_GetContactCapacity
- Shape_GetContactData
- Shape_GetDensity
- Shape_GetFilter
- Shape_GetFriction
- Shape_GetParentChain
- Shape_GetPolygon
- Shape_GetRestitution
- Shape_GetSegment
- Shape_GetSensorCapacity
- Shape_GetSensorData
- Shape_GetSurfaceMaterial
- Shape_GetType
- Shape_GetUserData
- Shape_GetUserMaterial
- Shape_GetWorld
- Shape_IsSensor
- Shape_IsValid
- Shape_SetCapsule
- Shape_SetChainSegment
- Shape_SetCircle
- Shape_SetDensity
- Shape_SetFilter
- Shape_SetFriction
- Shape_SetPolygon
- Shape_SetRestitution
- Shape_SetSegment
- Shape_SetSurfaceMaterial
- Shape_SetUserData
- Shape_SetUserMaterial
- Shape_TestPoint
- Solve22
- SolvePlanes
- SpringDamper
- StoreBodyId
- StoreChainId
- StoreContactId
- StoreJointId
- StoreShapeId
- StoreWorldId
Sub- SubPos
- ToPos
- ToRelativeTransform
- ToVec2
- TransformPoint
- TransformPolygon
- TransformWorldPoint
- UnwindAngle
- ValidateHull
- ValidateRecording
WheelJoint_… (18)
- WheelJoint_EnableLimit
- WheelJoint_EnableMotor
- WheelJoint_EnableSpring
- WheelJoint_GetCurrentMotorTorque
- WheelJoint_GetLowerLimit
- WheelJoint_GetMaxMotorTorque
- WheelJoint_GetSpringDampingRatio
- WheelJoint_GetSpringHertz
- WheelJoint_GetTargetMotorSpeed
- WheelJoint_GetUpperLimit
- WheelJoint_IsLimitEnabled
- WheelJoint_IsMotorEnabled
- WheelJoint_IsSpringEnabled
- WheelJoint_SetLimits
- WheelJoint_SetMaxMotorTorque
- WheelJoint_SetSpringDampingRatio
- WheelJoint_SetSpringHertz
- WheelJoint_SetTargetMotorSpeed
World_… (58)
- World_CastMover
- World_CastRay
- World_CastRayClosest
- World_CastShape
- World_CollideMover
- World_Draw
- World_DumpMemoryStats
- World_EnableContinuous
- World_EnableRestitutionPropagation
- World_EnableSSE2Fallback
- World_EnableSleeping
- World_EnableWarmStarting
- World_Explode
- World_GetAwakeBodyCount
- World_GetBodyEvents
- World_GetBounds
- World_GetContactEvents
- World_GetContactRecycleDistance
- World_GetContactTuning
- World_GetCounters
- World_GetGravity
- World_GetHitEventThreshold
- World_GetJointEvents
- World_GetMaxCapacity
- World_GetMaxLinearSpeed
- World_GetProfile
- World_GetRestitutionIterations
- World_GetRestitutionThreshold
- World_GetSensorEvents
- World_GetSnapshot
- World_GetStateHash
- World_GetUserData
- World_GetWorkerCount
- World_IsContinuousEnabled
- World_IsRestitutionPropagationEnabled
- World_IsSleepingEnabled
- World_IsValid
- World_IsWarmStartingEnabled
- World_OverlapAABB
- World_OverlapShape
- World_RebuildStaticTree
- World_RestoreFromSnapshot
- World_SetContactRecycleDistance
- World_SetContactTuning
- World_SetCustomFilterCallback
- World_SetFrictionCallback
- World_SetGravity
- World_SetHitEventThreshold
- World_SetMaxLinearSpeed
- World_SetPreSolveCallback
- World_SetRestitutionCallback
- World_SetRestitutionIterations
- World_SetRestitutionThreshold
- World_SetUserData
- World_SetWorkerCount
- World_StartRecording
- World_Step
- World_StopRecording
- Yield
Procedure Groups (0)
This section is empty.
Types
AABB ¶
Related Procedures With Parameters
AllocCallbackFcn ¶
Prototype for user allocation function @param size the allocation size in bytes @param alignment the required alignment, guaranteed to be a power of 2
AssertCallbackFcn ¶
Prototype for the user assert callback. Return 0 to skip the debugger break.
BodyDef ¶
BodyDef :: struct { // The body type: static, kinematic, or dynamic. type: BodyType, // The initial world position of the body. Bodies should be created with the desired position. // @note Creating bodies at the origin and then moving them nearly doubles the cost of body // creation, especially if the body is moved after shapes have been added. position: [2]f32, // The initial world rotation of the body. Use b2MakeRot() if you have an angle. rotation: Rot, // The initial linear velocity of the body's origin. Usually in meters per second. linearVelocity: [2]f32, // The initial angular velocity of the body. Radians per second. angularVelocity: f32, // Linear damping is used to reduce the linear velocity. The damping parameter can be larger // than 1 but the damping effect becomes sensitive to the time step when the damping parameter // is large. Generally linear damping is undesirable because it makes objects move slowly as if // they are floating. linearDamping: f32, // Angular damping is used to reduce the angular velocity. The damping parameter can be larger // than 1.0f but the damping effect becomes sensitive to the time step when the damping // parameter is large. Angular damping can be used to slow down rotating bodies. angularDamping: f32, // Scale the gravity applied to this body. Non-dimensional. gravityScale: f32, // Sleep speed threshold, default is 0.05 meters per second sleepThreshold: f32, // Continuous collision safety factor. The solver only uses continuous collision if there is a // risk of tunneling. If the body is moving fast enough to risk tunneling then it is considered // a "fast body". This improves performance and prevents movement hitches. If a body moving N // meters risks tunneling, then the body will be considered fast if it moves more than a // safetyFactor times N meters over one full time step. Non-dimensional. Recommended range // [0.01, 0.5]. Default is 0.5 for high performance with low tunneling risk. safetyFactor: f32, // Optional body name for debugging. Up to B2_NAME_LENGTH characters name: cstring, // Use this to store application specific body data. userData: rawptr, // Motion locks to restrict linear and angular movement. Caution: may lead to softer // constraints along the locked direction motionLocks: MotionLocks, // Set this flag to false if this body should never fall asleep. enableSleep: bool, // Is this body initially awake or sleeping? isAwake: bool, // Treat this dynamic body as a high speed object that performs continuous collision detection // against dynamic and kinematic bodies, but not other bullet bodies. // @warning Bullets should be used sparingly. They are not a solution for general // dynamic-versus-dynamic continuous collision. They do not guarantee accurate collision if // both bodies are fast moving because the bullet does a continuous check after all non-bullet // bodies have moved. You could get unlucky and have the bullet body end a time step very close // to a non-bullet body and the non-bullet body then moves over the bullet body. In continuous // collision, initial overlap is ignored to avoid freezing bodies in place. I do not recommend // using them for game projectiles if precise collision timing is needed. Instead consider // using a ray or shape cast. You can use a marching ray or shape cast for a projectile that // moves over time. If you want a fast moving projectile to collide with a fast moving target, // you need to consider the relative movement in your ray or shape cast. This is out of the // scope of Box2D. So what are good use cases for bullets? Pinball games or games with dynamic // containers that hold other objects. It should be a use case where it doesn't break the game // if there is a collision missed, but having them captured improves the quality of the game. isBullet: bool, // Used to disable a body. A disabled body does not move or collide. isEnabled: bool, // This allows this body to bypass rotational speed limits. Should only be used for circular // objects, like wheels. allowFastRotation: bool, // Enable contact recycling. True by default. Leaving this enabled improves performance but may // lead to ghost collisions that should be avoided on characters. enableContactRecycling: bool, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added to a body after construction. Body definitions are temporary objects used to bundle creation parameters. Must be initialized using b2DefaultBodyDef().
BodyEvents ¶
BodyEvents :: struct { // Array of move events moveEvents: [^]BodyMoveEvent `fmt:"v,moveCount"`, // Number of move events moveCount: i32, }
Body events are buffered in the Box2D world and are available as event arrays after the time step is complete. Note: this data becomes invalid if bodies are destroyed
BodyId ¶
Body id references a body instance. This should be treated as an opaque handle.
External examples raylib/box2d
Related Procedures With Parameters
- Body_ApplyAngularImpulse
- Body_ApplyForce
- Body_ApplyForceToCenter
- Body_ApplyLinearImpulse
- Body_ApplyLinearImpulseToCenter
- Body_ApplyTorque
- Body_ClearForces
- Body_ComputeBounds
- Body_Disable
- Body_Enable
- Body_EnableContactEvents
- Body_EnableContactRecycling
- Body_EnableHitEvents
- Body_EnableSleeping
- Body_GetAngularDamping
- Body_GetAngularVelocity
- Body_GetContactCapacity
- Body_GetContactData
- Body_GetGravityScale
- Body_GetJointCount
- Body_GetJoints
- Body_GetLinearDamping
- Body_GetLinearVelocity
- Body_GetLocalCenter
- Body_GetLocalPoint
- Body_GetLocalPointVelocity
- Body_GetLocalVector
- Body_GetMass
- Body_GetMassData
- Body_GetMaxExtent
- Body_GetMaxExtentFromOrigin
- Body_GetMinExtent
- Body_GetMotionLocks
- Body_GetName
- Body_GetPosition
- Body_GetRotation
- Body_GetRotationalInertia
- Body_GetSafetyFactor
- Body_GetShapeCount
- Body_GetShapes
- Body_GetSleepThreshold
- Body_GetTransform
- Body_GetType
- Body_GetUserData
- Body_GetWorld
- Body_GetWorldCenter
- Body_GetWorldPoint
- Body_GetWorldPointVelocity
- Body_GetWorldVector
- Body_IsAwake
- Body_IsBullet
- Body_IsContactRecyclingEnabled
- Body_IsEnabled
- Body_IsSleepingEnabled
- Body_IsValid
- Body_SetAngularDamping
- Body_SetAngularVelocity
- Body_SetAwake
- Body_SetBullet
- Body_SetGravityScale
- Body_SetLinearDamping
- Body_SetLinearVelocity
- Body_SetMassData
- Body_SetMotionLocks
- Body_SetName
- Body_SetSafetyFactor
- Body_SetSleepThreshold
- Body_SetTargetTransform
- Body_SetTransform
- Body_SetType
- Body_SetUserData
- Body_UpdateMassFromShapes
- Body_WakeTouching
- CreateCapsuleShape
- CreateChain
- CreateChainSegmentShape
- CreateCircleShape
- CreatePolygonShape
- CreateSegmentShape
- DestroyBody
- StoreBodyId
Related Procedures With Returns
Related Constants
BodyMoveEvent ¶
BodyMoveEvent :: struct { // The body user data. userData: rawptr, // The world transform of the body. transform: Transform, // The id of the body that moved. bodyId: BodyId, // Did the body fall asleep this time step? fellAsleep: bool, }
Body move events triggered when a body moves. Triggered when a body moves due to simulation. Not reported for bodies moved by the user. This also has a flag to indicate that the body went to sleep so the application can also sleep that actor/entity/object associated with the body. On the other hand if the flag does not indicate the body went to sleep then the application can treat the actor/entity/object associated with the body as awake. This is an efficient way for an application to update game object transforms rather than calling functions such as b2Body_GetTransform() because this data is delivered as a contiguous array and it is only populated with bodies that have moved. @note If sleeping is disabled all dynamic and kinematic bodies will trigger move events.
BodyType ¶
BodyType :: enum i32 { // zero mass, zero velocity, may be manually moved staticBody = 0, // zero mass, velocity set by user, moved by solver kinematicBody = 1, // positive mass, velocity determined by forces, moved by solver dynamicBody = 2, // number of body types bodyTypeCount, }
The body simulation type. Each body is one of these three types. The type determines how the body behaves in the simulation.
BoxCastInput ¶
BoxCastInput :: struct { // The AABB to cast, in the tree's frame. box: AABB, // The sweep translation. translation: [2]f32, // The maximum fraction of the translation to consider, typically 1. maxFraction: f32, }
Input for casting an AABB through a dynamic tree
Capacity ¶
Capacity :: struct { // Number of expected static shapes. staticShapeCount: i32, // Number of expected dynamic and kinematic shapes. dynamicShapeCount: i32, // Number of expected static bodies. staticBodyCount: i32, // Number of expected dynamic and kinematic bodies. dynamicBodyCount: i32, // Number of expected contacts. contactCount: i32, // Reserve arena allocator space, used for temporary allocations. arenaByteCount: i32, }
Optional world capacities that can be used to avoid run-time allocations. @see b2World_GetMaxCapacity
Capsule ¶
Capsule :: struct { // Local center of the first semicircle center1: [2]f32, // Local center of the second semicircle center2: [2]f32, // The radius of the semicircles radius: f32, }
A solid capsule can be viewed as two semicircles connected by a rectangle.
Related Procedures With Parameters
CastOutput ¶
CastOutput :: struct { // The surface normal at the hit point normal: [2]f32, // The surface hit point point: [2]f32, // The fraction of the input translation at collision fraction: f32, // The number of iterations used iterations: i32, // Did the cast hit? hit: bool, }
Low level ray cast or shape cast output data. The hit point is in the local or relative frame of the input. Returns a zero fraction and normal in the case of initial overlap.
Related Procedures With Returns
CastResultCallbackFcn ¶
CastResultCallbackFcn :: proc "c" (shapeId: ShapeId, point: [2]f32, normal: [2]f32, fraction: f32, userContext: rawptr) -> f32
Prototype callback for ray and shape casts. Called for each shape found in the query. You control how the ray cast proceeds by returning a float:
- return -1: ignore this shape and continue
- return 0: terminate the ray cast
- return fraction: clip the ray to this point
- return 1: don't clip the ray and continue A cast with initial overlap will return a zero fraction and a zero normal. @param shapeId the shape hit by the ray @param point the point of initial intersection @param normal the normal vector at the point of intersection, zero for a shape cast with initial overlap @param fraction the fraction along the ray at the point of intersection, zero for a shape cast with initial overlap @param context the user context @return -1 to filter, 0 to terminate, fraction to clip the ray for closest hit, 1 to continue @see b2World_CastRay
Related Procedures With Parameters
ChainDef ¶
ChainDef :: struct { // Use this to store application specific shape data. userData: rawptr, // Array of chain points. Each consecutive pair forms a segment. For a loop the last and first // point form a segment. Cloned. points: [^][2]f32 `fmt:"v,pointCount"`, // The point count. At least 2 for an open chain and at least 3 for a loop. // segmentCount = isLoop ? pointCount : pointCount - 1 pointCount: i32, // Leading ghost point for an open chain. Distance from first point must be greater than // B2_LINEAR_SLOP. Ignored for loops. ghost1: [2]f32, // Ending ghost point for an open chain. Distance from last point must be greater than // B2_LINEAR_SLOP. Ignored for loops. ghost2: [2]f32, // One material for the whole chain or one for each segment. Cloned. materials: [^]SurfaceMaterial `fmt:"v,materialCount"`, // The material count. Must be 1 or the segment count. materialCount: i32, // Contact filtering data. filter: Filter, // Indicates a closed chain formed by connecting the first and last point. isLoop: bool, // Enable sensors to detect this chain. False by default. enableSensorEvents: bool, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
Used to create a chain of line segments. This is designed to eliminate ghost collisions with some limitations.
- chains are one-sided
- chains have no mass and should be used on static bodies
- chains have a counter-clockwise winding order (normal points right of segment direction)
- chains are either a loop or open
- the distance between any two points must be greater than B2_LINEAR_SLOP
- a chain shape should not self intersect (this is not validated)
- an open chain shape needs a leading and trailing ghost point.
- you may overlap two open chains using the ghost points to get smooth collision.
- a chain shape creates multiple line segment shapes on the body https://en.wikipedia.org/wiki/Polygonal_chain Must be initialized using b2DefaultChainDef(). @warning Do not use chain shapes unless you understand the limitations. This is an advanced feature.
ChainId ¶
Chain id references a chain instance. This should be treated as an opaque handle.
Related Procedures With Parameters
Related Procedures With Returns
Related Constants
ChainSegment ¶
ChainSegment :: struct { // The tail ghost vertex ghost1: [2]f32, // The line segment segment: Segment, // The head ghost vertex ghost2: [2]f32, // The owning chain shape index (internal usage only) chainId: i32, }
A line segment with one-sided collision. Only collides on the right side. Several of these are generated for a chain shape. ghost1 -> point1 -> point2 -> ghost2
Related Procedures With Parameters
Circle ¶
A solid circle
CollisionPlane ¶
CollisionPlane :: struct { // The collision plane between the mover and some shape. plane: Plane, // Setting this to FLT_MAX makes the plane as rigid as possible. Lower values can make the // plane collision soft. Usually in meters. pushLimit: f32, // The push on the mover determined by b2SolvePlanes. Usually in meters. push: f32, // Indicates if b2ClipVector should clip against this plane. Should be false for soft // collision. clipVelocity: bool, }
These are collision planes that can be fed to b2SolvePlanes. Normally this is assembled by the user from plane results in b2PlaneResult.
ContactBeginTouchEvent ¶
ContactBeginTouchEvent :: struct { // Id of the first shape shapeIdA: ShapeId, // Id of the second shape shapeIdB: ShapeId, // The transient contact id. This contact may be destroyed automatically when the world is // modified or simulated. Use b2Contact_IsValid before using this id. contactId: ContactId, }
A begin touch event is generated when two shapes begin touching.
ContactData ¶
ContactData :: struct { // The contact id. You may hold onto this to track a contact across time steps. This id may // become orphaned. Use b2Contact_IsValid before using it for other functions. contactId: ContactId, // The first shape id. shapeIdA: ShapeId, // The second shape id. shapeIdB: ShapeId, // The manifold copied from the contact. manifold: Manifold, }
The contact data for two shapes. By convention the manifold normal points from shape A to shape B. @see b2Shape_GetContactData() and b2Body_GetContactData()
ContactEndTouchEvent ¶
ContactEndTouchEvent :: struct { // Id of the first shape shapeIdA: ShapeId, // Id of the second shape shapeIdB: ShapeId, // The transient contact id. This contact may be destroyed automatically when the world is // modified or simulated. Use b2Contact_IsValid before using this id. contactId: ContactId, }
An end touch event is generated when two shapes stop touching. You will get an end event if you do anything that destroys contacts previous to the last world step. These include things like setting the transform, destroying a body or shape, or changing a filter or body type.
ContactEvents ¶
ContactEvents :: struct { // Array of begin touch events beginEvents: [^]ContactBeginTouchEvent `fmt:"v,beginCount"`, // Array of end touch events endEvents: [^]ContactEndTouchEvent `fmt:"v,endCount"`, // Array of hit events hitEvents: [^]ContactHitEvent `fmt:"v,hitCount"`, // Number of begin touch events beginCount: i32, // Number of end touch events endCount: i32, // Number of hit events hitCount: i32, }
Contact events are buffered in the Box2D world and are available as event arrays after the time step is complete. Note: these may become invalid if bodies and/or shapes are destroyed
ContactHitEvent ¶
ContactHitEvent :: struct { // Id of the first shape shapeIdA: ShapeId, // Id of the second shape shapeIdB: ShapeId, // Id of the contact. // @warning this contact may have been destroyed // @see b2Contact_IsValid contactId: ContactId, // Point where the shapes hit. This is a mid-point between the two surfaces. It could be a // speculative point where the shapes were not touching at the beginning of the time step. The // point is reconstructed after the step, so when both bodies are moving it may trail the // impact by up to one step of motion. point: [2]f32, // Normal vector pointing from shape A to shape B normal: [2]f32, // The speed the shapes are approaching. Always positive. Typically in meters per second. approachSpeed: f32, }
A hit event is generated when two shapes collide with a speed faster than the hit event threshold. This may be reported for speculative contacts that have a confirmed impulse.
ContactId ¶
Contact id references a contact instance. This should be treated as an opaque handle.
Related Procedures With Parameters
Related Constants
CosSin ¶
Cosine and sine pair This uses a custom implementation designed for cross-platform determinism
Counters ¶
Counters :: struct { byteCount: uint, bodyCount: i32, shapeCount: i32, contactCount: i32, jointCount: i32, islandCount: i32, stackUsed: i32, staticTreeHeight: i32, treeHeight: i32, taskCount: i32, colorCounts: [24]i32, // Number of contacts touched by the collide pass (graph contacts + awake-set non-touching). awakeContactCount: i32, // Number of contacts recycled in the most recent step. recycledContactCount: i32, }
Counters that give details of the simulation size.
CustomFilterCallbackFcn ¶
CustomFilterCallbackFcn :: proc "c" (shapeIdA: ShapeId, shapeIdB: ShapeId, userContext: rawptr) -> bool
Prototype for a contact filter callback. This is called when a contact pair is considered for collision. This allows you to perform custom logic to prevent collision between shapes. This is only called if one of the two shapes has custom filtering enabled. Notes:
- this function must be thread-safe
- this is only called if one of the two shapes has enabled custom filtering
- this may be called for awake dynamic bodies and sensors Return false if you want to disable the collision @see b2ShapeDef @warning Do not attempt to modify the world inside this callback
DebugDraw ¶
DebugDraw :: struct { // Draw a closed polygon provided in CCW order. DrawPolygonFcn: proc "c" (transform: Transform, vertices: [^][2]f32, vertexCount: i32, color: HexColor, userContext: rawptr), // Draw a solid closed polygon provided in CCW order. DrawSolidPolygonFcn: proc "c" (transform: Transform, vertices: [^][2]f32, vertexCount: i32, radius: f32, color: HexColor, userContext: rawptr), // Draw a circle. DrawCircleFcn: proc "c" (center: [2]f32, radius: f32, color: HexColor, userContext: rawptr), // Draw a solid circle. DrawSolidCircleFcn: proc "c" (transform: Transform, center: [2]f32, radius: f32, color: HexColor, userContext: rawptr), // Draw a solid capsule. DrawSolidCapsuleFcn: proc "c" (p1: [2]f32, p2: [2]f32, radius: f32, color: HexColor, userContext: rawptr), // Draw a line segment. DrawLineFcn: proc "c" (p1: [2]f32, p2: [2]f32, color: HexColor, userContext: rawptr), // Draw a transform. Choose your own length scale. DrawTransformFcn: proc "c" (transform: Transform, userContext: rawptr), // Draw a point. DrawPointFcn: proc "c" (p: [2]f32, size: f32, color: HexColor, userContext: rawptr), // Draw a string in world space. DrawStringFcn: proc "c" (p: [2]f32, s: cstring, color: HexColor, userContext: rawptr), // Draw a bounding box. DrawBoundsFcn: proc "c" (aabb: AABB, color: HexColor, userContext: rawptr), // World bounds used for debug draw. An empty box draws nothing. drawingBounds: AABB, // Scale to use when drawing forces forceScale: f32, // Global scaling for joint drawing jointScale: f32, // Option to draw contact points drawContacts: bool, // Draw anchor A for contact points (instead of anchorB) drawAnchorA: bool, // Option to draw shapes drawShapes: bool, // Option to draw chain shape normals drawChainNormals: bool, // Option to draw joints drawJoints: bool, // Option to draw additional information for joints drawJointExtras: bool, // Option to draw the bounding boxes for shapes drawBounds: bool, // Option to draw the mass and center of mass of dynamic bodies drawMass: bool, // Option to draw body names drawBodyNames: bool, // Option to visualize the graph coloring used for contacts and joints drawGraphColors: bool, // Option to draw contact feature ids drawContactFeatures: bool, // Option to draw contact normals drawContactNormals: bool, // Option to draw contact normal forces drawContactForces: bool, // Option to draw contact friction forces drawFrictionForces: bool, // Option to draw islands as bounding boxes drawIslands: bool, // User context that is passed as an argument to drawing callback functions userContext: rawptr, }
This struct holds callbacks you can implement to draw a Box2D world. Callbacks receive world coordinates. In large world mode the translation is double precision so it stays accurate far from the origin. Shift into your own camera frame inside the callbacks. Initialize with b2DefaultDebugDraw.
Related Procedures With Parameters
DistanceInput ¶
DistanceInput :: struct { // The proxy for shape A proxyA: ShapeProxy, // The proxy for shape B proxyB: ShapeProxy, // Transform of shape B in shape A's frame, the relative pose B in A (b2InvMulTransforms( // worldA, worldB )). The query is origin independent and runs in frame A. transform: Transform, // Should the proxy radius be considered? useRadii: bool, }
Input for b2ComputeShapeDistance
DistanceJointDef ¶
DistanceJointDef :: struct { // Base joint definition using base: JointDef, // The rest length of this joint. Clamped to a stable minimum value. length: f32, // Enable the distance constraint to behave like a spring. If false then the distance joint // will be rigid, overriding the limit and motor. enableSpring: bool, // The lower spring force controls how much tension it can sustain. lowerSpringForce: f32, // The upper spring force controls how much compression it can sustain. upperSpringForce: f32, // The spring linear stiffness Hertz, cycles per second. hertz: f32, // The spring linear damping ratio, non-dimensional dampingRatio: f32, // Enable/disable the joint limit enableLimit: bool, // Minimum length for limit. Clamped to a stable minimum value. minLength: f32, // Maximum length for limit. Must be greater than or equal to the minimum length. maxLength: f32, // Enable/disable the joint motor enableMotor: bool, // The maximum motor force, usually in newtons maxMotorForce: f32, // The desired motor speed, usually in meters per second motorSpeed: f32, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
Distance joint definition Connects a point on body A with a point on body B by a segment. Useful for ropes and springs.
DistanceOutput ¶
DistanceOutput :: struct { // Closest point on shapeA, in shape A's frame pointA: [2]f32, // Closest point on shapeB, in shape A's frame pointB: [2]f32, // A to B normal in shape A's frame. Invalid if distance is zero. normal: [2]f32, // The final distance, zero if overlapped distance: f32, // Number of GJK iterations used iterations: i32, // The number of simplexes stored in the simplex array simplexCount: i32, }
Output for b2ComputeShapeDistance
DynamicTree ¶
DynamicTree :: struct {}
Opaque dynamic tree. Details are internal.
Related Procedures With Parameters
- CreateTreeProxy
- DestroyDynamicTree
- DestroyTreeProxy
- DynamicTree_CastBox
- DynamicTree_CastRay
- DynamicTree_GetAreaRatio
- DynamicTree_GetByteCount
- DynamicTree_GetCategoryBits
- DynamicTree_GetHeight
- DynamicTree_GetProxyBounds
- DynamicTree_GetProxyCount
- DynamicTree_GetRootBounds
- DynamicTree_GetUserData
- DynamicTree_MoveProxy
- DynamicTree_OverlapAABB
- DynamicTree_OverlapAABBAll
- DynamicTree_SetCategoryBits
- DynamicTree_Validate
EnqueueTaskCallbackFcn ¶
EnqueueTaskCallbackFcn :: proc "c" (task: TaskCallbackFcn, taskContext: rawptr, userContext: rawptr) -> rawptr
These functions can be provided to Box2D to invoke a task system. Returns a pointer to the user's task object. May be nullptr. A nullptr indicates to Box2D that the work was executed serially within the callback and there is no need to call b2FinishTaskCallbackFcn.
ExplosionDef ¶
ExplosionDef :: struct { // Mask bits to filter shapes maskBits: u64, // The center of the explosion in world space position: [2]f32, // The radius of the explosion radius: f32, // The falloff distance beyond the radius. Impulse is reduced to zero at this distance. falloff: f32, // Impulse per unit length. This applies an impulse according to the shape perimeter that is // facing the explosion. Explosions only apply to circles, capsules, and polygons. This may be // negative for implosions. impulsePerLength: f32, }
The explosion definition is used to configure options for explosions. Explosions consider shape geometry when computing the impulse.
Filter ¶
Filter :: struct { // The collision category bits. Normally you would just set one bit. The category bits should // represent your application object types. For example: // @code{.cpp} // enum MyCategories // { // Static = 0x00000001, // Dynamic = 0x00000002, // Debris = 0x00000004, // Player = 0x00000008, // // etc // }; // @endcode categoryBits: u64, // The collision mask bits. This states the categories that this shape would accept for // collision. For example, you may want your player to only collide with static objects and // other players. // @code{.c} // maskBits = Static | Player; // @endcode maskBits: u64, // Collision groups allow a certain group of objects to never collide (negative) or always // collide (positive). A group index of zero has no effect. Non-zero group filtering always // wins against the mask bits. For example, you may want ragdolls to collide with other // ragdolls but you don't want ragdoll self-collision. In this case you would give each ragdoll // a unique negative group index and apply that group index to all shapes on the ragdoll. groupIndex: i32, }
This is used to filter collision on shapes. It affects shape-vs-shape collision and shape-versus-query collision (such as b2World_CastRay).
Related Procedures With Returns
FilterJointDef ¶
FilterJointDef :: struct { // Base joint definition using base: JointDef, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
A filter joint is used to disable collision between two specific bodies.
FinishTaskCallbackFcn ¶
Finishes a user task object that wraps a Box2D task.
FreeCallbackFcn ¶
Prototype for user free function
@param mem the memory previously allocated through b2AllocCallbackFcn
@param size the allocation size in bytes
FrictionCallbackFcn ¶
FrictionCallbackFcn :: proc "c" (frictionA: f32, userMaterialIdA: u64, frictionB: f32, userMaterialIdB: u64) -> f32
Optional friction mixing callback. This intentionally provides no context objects because this is called from a worker thread. @warning This function should not attempt to modify Box2D state or user application state.
HexColor ¶
HexColor :: enum i32 { AliceBlue = 0xF0F8FF, AntiqueWhite = 0xFAEBD7, Aqua = 0x00FFFF, Aquamarine = 0x7FFFD4, Azure = 0xF0FFFF, Beige = 0xF5F5DC, Bisque = 0xFFE4C4, Black = 0x000000, BlanchedAlmond = 0xFFEBCD, Blue = 0x0000FF, BlueViolet = 0x8A2BE2, Brown = 0xA52A2A, Burlywood = 0xDEB887, CadetBlue = 0x5F9EA0, Chartreuse = 0x7FFF00, Chocolate = 0xD2691E, Coral = 0xFF7F50, CornflowerBlue = 0x6495ED, Cornsilk = 0xFFF8DC, Crimson = 0xDC143C, Cyan = 0x00FFFF, DarkBlue = 0x00008B, DarkCyan = 0x008B8B, DarkGoldenRod = 0xB8860B, DarkGray = 0xA9A9A9, DarkGreen = 0x006400, DarkKhaki = 0xBDB76B, DarkMagenta = 0x8B008B, DarkOliveGreen = 0x556B2F, DarkOrange = 0xFF8C00, DarkOrchid = 0x9932CC, DarkRed = 0x8B0000, DarkSalmon = 0xE9967A, DarkSeaGreen = 0x8FBC8F, DarkSlateBlue = 0x483D8B, DarkSlateGray = 0x2F4F4F, DarkTurquoise = 0x00CED1, DarkViolet = 0x9400D3, DeepPink = 0xFF1493, DeepSkyBlue = 0x00BFFF, DimGray = 0x696969, DodgerBlue = 0x1E90FF, FireBrick = 0xB22222, FloralWhite = 0xFFFAF0, ForestGreen = 0x228B22, Fuchsia = 0xFF00FF, Gainsboro = 0xDCDCDC, GhostWhite = 0xF8F8FF, Gold = 0xFFD700, GoldenRod = 0xDAA520, Gray = 0x808080, Green = 0x008000, GreenYellow = 0xADFF2F, HoneyDew = 0xF0FFF0, HotPink = 0xFF69B4, IndianRed = 0xCD5C5C, Indigo = 0x4B0082, Ivory = 0xFFFFF0, Khaki = 0xF0E68C, Lavender = 0xE6E6FA, LavenderBlush = 0xFFF0F5, LawnGreen = 0x7CFC00, LemonChiffon = 0xFFFACD, LightBlue = 0xADD8E6, LightCoral = 0xF08080, LightCyan = 0xE0FFFF, LightGoldenRodYellow = 0xFAFAD2, LightGray = 0xD3D3D3, LightGreen = 0x90EE90, LightPink = 0xFFB6C1, LightSalmon = 0xFFA07A, LightSeaGreen = 0x20B2AA, LightSkyBlue = 0x87CEFA, LightSlateGray = 0x778899, LightSteelBlue = 0xB0C4DE, LightYellow = 0xFFFFE0, Lime = 0x00FF00, LimeGreen = 0x32CD32, Linen = 0xFAF0E6, Magenta = 0xFF00FF, Maroon = 0x800000, MediumAquaMarine = 0x66CDAA, MediumBlue = 0x0000CD, MediumOrchid = 0xBA55D3, MediumPurple = 0x9370DB, MediumSeaGreen = 0x3CB371, MediumSlateBlue = 0x7B68EE, MediumSpringGreen = 0x00FA9A, MediumTurquoise = 0x48D1CC, MediumVioletRed = 0xC71585, MidnightBlue = 0x191970, MintCream = 0xF5FFFA, MistyRose = 0xFFE4E1, Moccasin = 0xFFE4B5, NavajoWhite = 0xFFDEAD, Navy = 0x000080, OldLace = 0xFDF5E6, Olive = 0x808000, OliveDrab = 0x6B8E23, Orange = 0xFFA500, OrangeRed = 0xFF4500, Orchid = 0xDA70D6, PaleGoldenRod = 0xEEE8AA, PaleGreen = 0x98FB98, PaleTurquoise = 0xAFEEEE, PaleVioletRed = 0xDB7093, PapayaWhip = 0xFFEFD5, PeachPuff = 0xFFDAB9, Peru = 0xCD853F, Pink = 0xFFC0CB, Plum = 0xDDA0DD, PowderBlue = 0xB0E0E6, Purple = 0x800080, RebeccaPurple = 0x663399, Red = 0xFF0000, RosyBrown = 0xBC8F8F, RoyalBlue = 0x4169E1, SaddleBrown = 0x8B4513, Salmon = 0xFA8072, SandyBrown = 0xF4A460, SeaGreen = 0x2E8B57, SeaShell = 0xFFF5EE, Sienna = 0xA0522D, Silver = 0xC0C0C0, SkyBlue = 0x87CEEB, SlateBlue = 0x6A5ACD, SlateGray = 0x708090, Snow = 0xFFFAFA, SpringGreen = 0x00FF7F, SteelBlue = 0x4682B4, Tan = 0xD2B48C, Teal = 0x008080, Thistle = 0xD8BFD8, Tomato = 0xFF6347, Turquoise = 0x40E0D0, Violet = 0xEE82EE, Wheat = 0xF5DEB3, White = 0xFFFFFF, WhiteSmoke = 0xF5F5F5, Yellow = 0xFFFF00, YellowGreen = 0x9ACD32, Box2DRed = 0xDC3132, Box2DBlue = 0x30AEBF, Box2DGreen = 0x8CC924, Box2DYellow = 0xFFEE8C, }
These colors are used for debug draw and mostly match the named SVG colors. See https://www.rapidtables.com/web/color/index.html https://johndecember.com/html/spec/colorsvg.html https://upload.wikimedia.org/wikipedia/commons/2/2b/SVG_Recognized_color_keyword_names.svg
Hull ¶
Hull :: struct { // The final points of the hull points: [8][2]f32 `fmt:"v,count"`, // The number of points count: i32, }
A convex hull. Used to create convex polygons. @warning Do not modify these values directly, instead use b2ComputeHull()
Related Procedures With Parameters
JointDef ¶
JointDef :: struct { // User data pointer userData: rawptr, // The first attached body bodyIdA: BodyId, // The second attached body bodyIdB: BodyId, // The first local joint frame localFrameA: Transform, // The second local joint frame localFrameB: Transform, // Force threshold for joint events forceThreshold: f32, // Torque threshold for joint events torqueThreshold: f32, // Constraint hertz (advanced feature) constraintHertz: f32, // Constraint damping ratio (advanced feature) constraintDampingRatio: f32, // Debug draw scale drawScale: f32, // Set this flag to true if the attached bodies should collide collideConnected: bool, }
Base joint definition used by all joint types. The local frames are measured from the body's origin rather than the center of mass because:
- you might not know where the center of mass will be.
- if you add/remove shapes from a body and recompute the mass, the joints will be broken.
JointEvent ¶
JointEvent :: struct { // The joint id jointId: JointId, // The user data from the joint for convenience userData: rawptr, }
Joint events report joints that are awake and have a force and/or torque exceeding the threshold. The observed forces and torques are not returned for efficiency reasons.
JointEvents ¶
JointEvents :: struct { // Array of events jointEvents: [^]JointEvent, // Number of events count: i32, }
Joint events are buffered in the world and are available as event arrays after the time step is complete. Note: this data becomes invalid if joints are destroyed
JointId ¶
Joint id references a joint instance. This should be treated as an opaque handle.
Related Procedures With Returns
Related Constants
JointType ¶
JointType :: enum i32 { // constrain the distance between two points distanceJoint, // filter collision between two bodies filterJoint, // fully control the movement of a body motorJoint, // control the movement of the dynamic character mover moverJoint, // ground interaction for the dynamic character mover pogoJoint, // slide along an axis prismaticJoint, // rotate around a pivot revoluteJoint, // bring two bodies together with some flex weldJoint, // wheel spins with shock absorber wheelJoint, }
Joint type enumeration
This is useful because all joint types use b2JointId and sometimes you want to get the type of a joint.
LocalManifold ¶
LocalManifold :: struct { // The unit normal vector in frame A, points from shape A to shape B normal: [2]f32, // The manifold points, up to two are possible in 2D points: [2]LocalManifoldPoint `fmt:"v,pointCount"`, // The number of contact points, will be 0, 1, or 2 pointCount: i32, }
Contact manifold in local coordinates (frame A).
Related Procedures With Returns
LocalManifoldPoint ¶
LocalManifoldPoint :: struct { // Contact point in frame A point: [2]f32, // The separation of the contact point, negative if penetrating. May be positive or negative. separation: f32, // Uniquely identifies a contact point between two shapes id: u16, }
Contact manifold point in local coordinates (frame A).
LogCallbackFcn ¶
LogCallbackFcn :: proc "c" (message: cstring)
Prototype for user log callback. Used to log warnings.
Manifold ¶
Manifold :: struct { // The unit normal vector in world space, points from shape A to shape B. normal: [2]f32, // Angular impulse applied for rolling resistance. N * m * s = kg * m^2 / s rollingImpulse: f32, // The manifold points, up to two are possible in 2D. points: [2]ManifoldPoint `fmt:"v,pointCount"`, // The number of contact points, will be 0, 1, or 2. pointCount: i32, }
A contact manifold describes the contact points between colliding shapes. @note Box2D uses speculative collision so some contact points may be separated.
ManifoldPoint ¶
ManifoldPoint :: struct { // Location of the contact point relative to bodyA's center of mass in world space. This can be // converted to a world point using: // b2Pos worldPointA = b2OffsetPos(b2Body_GetWorldCenter(myBodyIdA), anchorA); anchorA: [2]f32, // Similar for body B. anchorB: [2]f32, // The separation of the contact point, negative if penetrating separation: f32, // The impulse along the manifold normal vector. normalImpulse: f32, // The friction impulse tangentImpulse: f32, // The total normal impulse applied across sub-stepping and restitution. This is important to // identify speculative contact points that had an interaction in the time step. This includes // the warm starting impulse, the sub-step delta impulse, and the restitution impulse. totalNormalImpulse: f32, // Relative normal velocity pre-solve. Negative when approaching. This is only computed if hit // events are enabled. It may be computed otherwise as a side effect of SIMD bundling, but that // is not guaranteed. normalVelocity: f32, // Cached separation used for contact recycling baseSeparation: f32, // Uniquely identifies a contact point between two shapes id: u16, // Did this contact point exist the previous step? persisted: bool, }
A manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. Box2D uses speculative collision so some contact points may be separated. You may use the totalNormalImpulse to determine if there was an interaction during the time step.
MassData ¶
MassData :: struct { // The mass of the shape, usually in kilograms. mass: f32, // The position of the shape's centroid relative to the shape's origin. center: [2]f32, // The rotational inertia of the shape about the shape center. rotationalInertia: f32, }
This holds the mass data computed for a shape.
Related Procedures With Returns
MotionLocks ¶
MotionLocks :: struct { // Prevent translation along the x-axis linearX: bool, // Prevent translation along the y-axis linearY: bool, // Prevent rotation around the z-axis angularZ: bool, }
Motion locks to restrict the body movement
MotorJointDef ¶
MotorJointDef :: struct { // Base joint definition using base: JointDef, // The desired linear velocity linearVelocity: [2]f32, // The maximum motor force in newtons maxVelocityForce: f32, // The desired angular velocity angularVelocity: f32, // The maximum motor torque in newton-meters maxVelocityTorque: f32, // Linear spring hertz for position control linearHertz: f32, // Linear spring damping ratio linearDampingRatio: f32, // Maximum spring force in newtons maxSpringForce: f32, // Angular spring hertz for position control angularHertz: f32, // Angular spring damping ratio angularDampingRatio: f32, // Maximum spring torque in newton-meters maxSpringTorque: f32, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
A motor joint is used to control the relative velocity and/or transform between two bodies. With a velocity of zero this acts like top-down friction.
MoverJointDef ¶
MoverJointDef :: struct { // Base joint definition using base: JointDef, // The desired linear velocity linearVelocity: [2]f32, // The maximum motor force in newtons. maxVelocityForce: [2]f32, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
A mover joint is used to move a dynamic character mover through velocity commands. The x and y directions are handled separately. Does not affect rotation.
OverlapResultCallbackFcn ¶
Prototype callback for overlap queries. Called for each shape found in the query. @see b2World_OverlapAABB @return false to terminate the query.
Related Procedures With Parameters
PlaneResult ¶
PlaneResult :: struct { // The collision plane between the mover and a convex shape plane: Plane, // The collision point on the shape. point: [2]f32, // Did the collision register a hit? If not this plane should be ignored. hit: bool, }
These are the collision planes returned from b2World_CollideMover. The plane and point are relative to the query origin, matching the mover capsule.
PlaneResultCallbackFcn ¶
PlaneResultCallbackFcn :: proc "c" (shapeId: ShapeId, plane: ^PlaneResult, userContext: rawptr) -> bool
Used to collect collision planes for character movers. Return true to continue gathering planes.
PlaneSolverResult ¶
PlaneSolverResult :: struct { // The final relative translation. delta: [2]f32, // The number of iterations used by the plane solver. For diagnostics. iterationCount: i32, }
Result returned by b2SolvePlanes.
PogoJointDef ¶
PogoJointDef :: struct { // Base joint definition using base: JointDef, // Normal vector at the contact normal: [2]f32, // The spring stiffness Hertz, cycles per second hertz: f32, // The spring damping ratio, non-dimensional dampingRatio: f32, // Spring length. restLength: f32, // Maximum tension force. Controls how sticky the mover is to ground. maxTensionForce: f32, // Maximum compression force. How hard the pogo pushes the mover up from the ground. maxCompressionForce: f32, // The initial pogo internal impulse. The pogo is typically recreated every frame. This gives a // way to move the internal state forward for smoother spring behavior. impulse: f32, // The initial pogo internal velocity. The pogo is typically recreated every frame. This gives // a way to move the internal state forward for smoother spring behavior. velocity: f32, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
Pogo joint definition
Polygon ¶
Polygon :: struct { // The polygon vertices vertices: [8][2]f32 `fmt:"v,count"`, // The outward normal vectors of the polygon sides normals: [8][2]f32 `fmt:"v,count"`, // The centroid of the polygon centroid: [2]f32, // The external radius for rounded polygons radius: f32, // The number of polygon vertices count: i32, }
A solid convex polygon. It is assumed that the interior of the polygon is to the left of each edge. Polygons have a maximum number of vertices equal to B2_MAX_POLYGON_VERTICES. In most cases you should not need many vertices for a convex polygon. @warning DO NOT fill this out manually, instead use a helper function like b2MakePolygon or b2MakeBox.
Related Procedures With Parameters
Related Procedures With Returns
Pos ¶
Pos :: [2]f32
A world position. This is an alias in single precision, and the bindings only support single precision.
Related Procedures With Parameters
- Abs
- Add
- Body_ApplyForce
- Body_ApplyForceToCenter
- Body_ApplyLinearImpulse
- Body_ApplyLinearImpulseToCenter
- Body_GetLocalPoint
- Body_GetLocalPointVelocity
- Body_GetLocalVector
- Body_GetWorldPoint
- Body_GetWorldPointVelocity
- Body_GetWorldVector
- Body_SetLinearVelocity
- Body_SetTransform
- Clamp
- ClipVector
- ComputeRotationBetweenUnitVectors
- ComputeSegmentDistance
- Cross
- CrossSV
- CrossVS
- Distance
- DistanceSquared
- Dot
- GetLengthAndNormalize
- InvRotateVector
- InvTransformPoint
- InvTransformWorldPoint
- IsNormalized
- IsValidPos
- IsValidVec2
- LeftPerp
- Length
- LengthSquared
- Lerp
- LerpPos
- MakeOffsetBox
- MakeOffsetPolygon
- MakeOffsetProxy
- MakeOffsetRoundedBox
- MakeOffsetRoundedPolygon
- MakeRotFromUnitVector
- Max
- Min
- MotorJoint_SetLinearVelocity
- MoverJoint_SetLinearVelocity
- MoverJoint_SetMaxVelocityForce
- Mul
- MulAdd
- MulMV
- MulSV
- MulSub
- Neg
- Normalize
- NormalizeChecked
- OffsetPos
- PlaneSeparation
- PointInCapsule
- PointInCircle
- PointInPolygon
- RightPerp
- RotateVector
- Shape_ApplyWind
- Shape_CastRay
- Shape_GetClosestPoint
- Shape_TestPoint
- Solve22
- SolvePlanes
- Sub
- SubPos
- ToPos
- ToRelativeTransform
- ToVec2
- TransformPoint
- TransformWorldPoint
- World_CastMover
- World_CastRay
- World_CastRayClosest
- World_CastShape
- World_CollideMover
- World_OverlapAABB
- World_OverlapShape
- World_SetGravity
Related Procedures With Returns
Related Constants
PreContinuousCallbackFcn ¶
PreContinuousCallbackFcn :: proc "c" (shapeIdA: ShapeId, shapeIdB: ShapeId, point: [2]f32, normal: [2]f32, userContext: rawptr) -> bool
Prototype for a pre-continuous callback. This is called when a time of impact event is computed in continuous collision. This function can be used to skip the event. Unlike the pre-solve callback, this only supplies the point and normal. At this stage of the solver the manifold may not exist or may be stale. Notes:
- this function must be thread-safe
- this is only called if the shape has enabled pre-solve events
- this is called only for awake dynamic bodies
- this is not called for sensors Return false if you want to disable the time of impact event. @warning Do not attempt to modify the world inside this callback
PreSolveCallbackFcn ¶
PreSolveCallbackFcn :: proc "c" (shapeIdA: ShapeId, shapeIdB: ShapeId, manifold: ^Manifold, userContext: rawptr)
Prototype for a pre-solve callback. This is called after a contact manifold is updated. This allows you to inspect a manifold before it goes to the solver. If you are careful, you can modify the manifold (e.g. modify the normal). You can set the manifold point count to zero to disable collision. Notes:
- this function must be thread-safe
- this is only called if the shape has enabled pre-solve events
- this is called only for awake dynamic bodies
- this is not called for sensors
- the supplied manifold impulses are not reliable @warning Do not attempt to modify the world inside this callback
PrismaticJointDef ¶
PrismaticJointDef :: struct { // Base joint definition using base: JointDef, // Enable a linear spring along the prismatic joint axis enableSpring: bool, // The spring stiffness Hertz, cycles per second hertz: f32, // The spring damping ratio, non-dimensional dampingRatio: f32, // The target translation for the joint in meters. The spring-damper will drive to this // translation. targetTranslation: f32, // Enable/disable the joint limit enableLimit: bool, // The lower translation limit lowerTranslation: f32, // The upper translation limit upperTranslation: f32, // Enable/disable the joint motor enableMotor: bool, // The maximum motor force, typically in newtons maxMotorForce: f32, // The desired motor speed, typically in meters per second motorSpeed: f32, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
Prismatic joint definition Body B may slide along the x-axis in local frame A. Body B cannot rotate relative to body A. The joint translation is zero when the local frame origins coincide in world space.
Profile ¶
Profile :: struct { step: f32, pairs: f32, collide: f32, solve: f32, solverSetup: f32, constraints: f32, prepareConstraints: f32, integrateVelocities: f32, warmStart: f32, solveImpulses: f32, integratePositions: f32, relaxImpulses: f32, restitution: f32, storeImpulses: f32, splitIslands: f32, transforms: f32, sensorHits: f32, jointEvents: f32, hitEvents: f32, refit: f32, bullets: f32, sleepIslands: f32, sensors: f32, }
Profiling data. Times are in milliseconds.
QueryFilter ¶
QueryFilter :: struct { // The collision category bits of this query. Normally you would just set one bit. categoryBits: u64, // The collision mask bits. This states the shape categories that this query would accept for // collision. maskBits: u64, }
The query filter is used to filter collisions between queries and shapes. For example, you may want a ray-cast representing a projectile to hit players and the static environment but not debris.
Related Procedures With Parameters
RayCastInput ¶
RayCastInput :: struct { // Start point of the ray cast origin: [2]f32, // Translation of the ray cast translation: [2]f32, // The maximum fraction of the translation to consider, typically 1 maxFraction: f32, }
Low level ray cast input data
Related Procedures With Parameters
RayResult ¶
RayResult :: struct { // The shape hit. shapeId: ShapeId, // The point of contact, on the surface of the hit shape. point: [2]f32, // The unit normal vector at the point of contact. normal: [2]f32, // The fraction of the input ray. fraction: f32, // The number of BVH nodes visited. Diagnostic. nodeVisits: i32, // The number of BVH leaves visited. Diagnostic. leafVisits: i32, // Did the ray hit? If false, all other data is invalid. hit: bool, }
Result from b2World_CastRayClosest If there is initial overlap the fraction and normal will be zero while the point is an arbitrary point in the overlap region.
Recording ¶
Recording :: struct {}
Opaque handle for a recording buffer. Create one, hand it to b2World_StartRecording, then save its bytes and destroy it. The buffer grows as the world records into it.
Related Procedures With Parameters
Related Procedures With Returns
Replay ¶
Replay :: struct {}
Opaque handle for incremental playback of a recording.
Related Procedures With Parameters
- DestroyReplay
- Replay_DrawFrameQueries
- Replay_GetBodyCount
- Replay_GetBodyId
- Replay_GetDivergeFrame
- Replay_GetFrame
- Replay_GetFrameQuery
- Replay_GetFrameQueryCount
- Replay_GetFrameQueryHit
- Replay_GetInfo
- Replay_GetKeyframeBudget
- Replay_GetKeyframeBytes
- Replay_GetKeyframeInterval
- Replay_GetKeyframeMinInterval
- Replay_GetWorldId
- Replay_HasDiverged
- Replay_IsAtEnd
- Replay_Restart
- Replay_SeekFrame
- Replay_SetKeyframePolicy
- Replay_StepFrame
ReplayInfo ¶
ReplayInfo :: struct { // total recorded steps frameCount: i32, // worker count used for the replay world workerCount: i32, // dt of the recorded steps timeStep: f32, // recorded sub-steps subStepCount: i32, // length units per meter in effect when recorded lengthScale: f32, // accumulated world bounds over the recording, zero-extent if unavailable bounds: AABB, }
Static metadata describing a recording, resolved once when the player opens the file.
ReplayQueryHit ¶
ReplayQueryHit :: struct { // the shape hit shapeId: ShapeId, // the hit point on the shape surface point: [2]f32, // the unit normal vector at the hit point normal: [2]f32, // the query translation fraction fraction: f32, }
One result of a recorded spatial query.
ReplayQueryInfo ¶
ReplayQueryInfo :: struct { // the query type type: ReplayQueryType, // the query filter filter: QueryFilter, // overlap AABB, relative to origin aabb: AABB, // query origin origin: [2]f32, // ray and cast translation translation: [2]f32, // number of recorded results hitCount: i32, }
A spatial query recorded during a replayed frame, exposed for inspection.
ReplayQueryType ¶
ReplayQueryType :: enum i32 { replayQueryOverlapAABB, replayQueryOverlapShape, replayQueryCastRay, replayQueryCastShape, replayQueryCollideMover, replayQueryCastRayClosest, replayQueryCastMover, }
The kind of a recorded spatial query, matching the public query and cast functions.
RestitutionCallbackFcn ¶
RestitutionCallbackFcn :: proc "c" (restitutionA: f32, userMaterialIdA: u64, restitutionB: f32, userMaterialIdB: u64) -> f32
Optional restitution mixing callback. This intentionally provides no context objects because this is called from a worker thread. @warning This function should not attempt to modify Box2D state or user application state.
RevoluteJointDef ¶
RevoluteJointDef :: struct { // Base joint definition using base: JointDef, // The target angle for the joint in radians. The spring-damper will drive to this angle. targetAngle: f32, // Enable a rotational spring on the revolute hinge axis enableSpring: bool, // The spring stiffness Hertz, cycles per second hertz: f32, // The spring damping ratio, non-dimensional dampingRatio: f32, // A flag to enable joint limits enableLimit: bool, // The lower angle for the joint limit in radians. Minimum of -0.99*pi radians. lowerAngle: f32, // The upper angle for the joint limit in radians. Maximum of 0.99*pi radians. upperAngle: f32, // A flag to enable the joint motor enableMotor: bool, // The maximum motor torque, typically in newton-meters maxMotorTorque: f32, // The desired motor speed in radians per second motorSpeed: f32, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
Revolute joint definition A point on body B is fixed to a point on body A. Allows relative rotation.
Rot ¶
Related Procedures With Parameters
- Body_SetTransform
- ComputeAngularVelocity
- IntegrateRotation
- InvMulRot
- InvRotateVector
- InvertRot
- IsNormalizedRot
- IsValidRot
- MakeOffsetBox
- MakeOffsetPolygon
- MakeOffsetProxy
- MakeOffsetRoundedBox
- MakeOffsetRoundedPolygon
- MulRot
- NLerp
- NormalizeRot
- RelativeAngle
- Rot_GetAngle
- Rot_GetXAxis
- Rot_GetYAxis
- RotateVector
Related Procedures With Returns
Related Constants
SegmentDistanceResult ¶
SegmentDistanceResult :: struct { // The closest point on the first segment closest1: [2]f32, // The closest point on the second segment closest2: [2]f32, // The barycentric coordinate on the first segment fraction1: f32, // The barycentric coordinate on the second segment fraction2: f32, // The squared distance between the closest points distanceSquared: f32, }
Result of computing the distance between two line segments
SensorBeginTouchEvent ¶
SensorBeginTouchEvent :: struct { // The id of the sensor shape sensorShapeId: ShapeId, // The id of the shape that began touching the sensor shape visitorShapeId: ShapeId, }
A begin touch event is generated when a shape starts to overlap a sensor shape.
SensorEndTouchEvent ¶
SensorEndTouchEvent :: struct { // The id of the sensor shape sensorShapeId: ShapeId, // The id of the shape that began touching the sensor shape visitorShapeId: ShapeId, }
An end touch event is generated when a shape stops overlapping a sensor shape. Normally this event is generated from simulation movement. However, this event can also be generated from API interactions: setting the body transform, destroying a body or shape, or changing a filter. You will also get an end event if the sensor is destroyed. Therefore you should always confirm the shape id is valid using b2Shape_IsValid.
SensorEvents ¶
SensorEvents :: struct { // Array of sensor begin touch events beginEvents: [^]SensorBeginTouchEvent `fmt:"v,beginCount"`, // Array of sensor end touch events endEvents: [^]SensorEndTouchEvent `fmt:"v,endCount"`, // The number of begin touch events beginCount: i32, // The number of end touch events endCount: i32, }
Sensor events are buffered in the world and are available as begin/end overlap event arrays after the time step is complete. Note: these may become invalid if bodies and/or shapes are destroyed
ShapeCastInput ¶
ShapeCastInput :: struct { // A generic shape proxy: ShapeProxy, // The translation of the shape cast translation: [2]f32, // The maximum fraction of the translation to consider, typically 1 maxFraction: f32, // Allow shape cast to encroach when initially touching. This only works if the radius is // greater than zero. canEncroach: bool, }
Low level shape cast input in generic form. This allows casting an arbitrary point cloud wrapped with a radius. For example, a circle is a single point with a non-zero radius. A capsule is two points with a non-zero radius. A box is four points with a zero radius.
Related Procedures With Parameters
ShapeCastPairInput ¶
ShapeCastPairInput :: struct { // The proxy for shape A proxyA: ShapeProxy, // The proxy for shape B proxyB: ShapeProxy, // Transform of shape B in shape A's frame, the relative pose B in A transform: Transform, // The translation of shape B, in A's frame translationB: [2]f32, // The fraction of the translation to consider, typically 1 maxFraction: f32, // Allows shapes with a radius to move slightly closer if already touching canEncroach: bool, }
Input parameters for b2CastShape
ShapeDef ¶
ShapeDef :: struct { // Use this to store application specific shape data. userData: rawptr, // The surface material for this shape. material: SurfaceMaterial, // The density, usually in kg/m^2. This is not part of the surface material because this is for // the interior, which may have other considerations, such as being hollow. For example a wood // barrel may be hollow or full of water. density: f32, // Collision filtering data. filter: Filter, // Enable custom filtering. Only one of the two shapes needs to enable custom filtering. See // b2World_SetCustomFilterCallback. enableCustomFiltering: bool, // A sensor shape generates overlap events but never generates a collision response. Fast // moving sensors may miss overlaps. Instead, use a ray or shape cast for those scenarios. // Sensors still contribute to the body mass if they have non-zero density. // @note Sensor events are disabled by default. // @see enableSensorEvents isSensor: bool, // Enable sensor events for this shape. This applies to sensors and non-sensors. Both shapes // involved must have this flag set to true. False by default, even for sensors. enableSensorEvents: bool, // Enable contact events for this shape. Only applies to kinematic and dynamic bodies. Only one // shape involved needs this flag set to true. Ignored for sensors. False by default. enableContactEvents: bool, // Enable hit events for this shape. Only applies to kinematic and dynamic bodies. Only one // shape involved needs this flag set to true. Ignored for sensors. False by default. enableHitEvents: bool, // Enable pre-solve contact events for this shape. Only applies to dynamic bodies. These are // expensive and must be carefully handled due to multithreading. Ignored for sensors. enablePreSolveEvents: bool, // When shapes are created they will scan the environment for collision the next time step. // This can significantly slow down static body creation when there are many static shapes. // This flag is ignored for dynamic and kinematic shapes which always invoke contact creation. invokeContactCreation: bool, // Should the body update the mass properties when this shape is created. Default is true. // Warning: if this is false, you MUST call b2Body_UpdateMassFromShapes or b2Body_SetMassData // before simulating the world. updateBodyMass: bool, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
Used to create a shape. This is a temporary object used to bundle shape creation parameters. You may use the same shape definition to create multiple shapes. Must be initialized using b2DefaultShapeDef().
Related Procedures With Parameters
ShapeId ¶
Shape id references a shape instance. This should be treated as an opaque handle.
Related Procedures With Parameters
- DestroyShape
- Shape_ApplyWind
- Shape_AreContactEventsEnabled
- Shape_AreHitEventsEnabled
- Shape_ArePreSolveEventsEnabled
- Shape_AreSensorEventsEnabled
- Shape_CastRay
- Shape_ComputeMassData
- Shape_EnableContactEvents
- Shape_EnableHitEvents
- Shape_EnablePreSolveEvents
- Shape_EnableSensorEvents
- Shape_GetBody
- Shape_GetBounds
- Shape_GetCapsule
- Shape_GetChainSegment
- Shape_GetCircle
- Shape_GetClosestPoint
- Shape_GetContactCapacity
- Shape_GetContactData
- Shape_GetDensity
- Shape_GetFilter
- Shape_GetFriction
- Shape_GetParentChain
- Shape_GetPolygon
- Shape_GetRestitution
- Shape_GetSegment
- Shape_GetSensorCapacity
- Shape_GetSensorData
- Shape_GetSurfaceMaterial
- Shape_GetType
- Shape_GetUserData
- Shape_GetUserMaterial
- Shape_GetWorld
- Shape_IsSensor
- Shape_IsValid
- Shape_SetCapsule
- Shape_SetChainSegment
- Shape_SetCircle
- Shape_SetDensity
- Shape_SetFilter
- Shape_SetFriction
- Shape_SetPolygon
- Shape_SetRestitution
- Shape_SetSegment
- Shape_SetSurfaceMaterial
- Shape_SetUserData
- Shape_SetUserMaterial
- Shape_TestPoint
- StoreShapeId
Related Procedures With Returns
Related Constants
ShapeProxy ¶
ShapeProxy :: struct { // The point cloud points: [8][2]f32 `fmt:"v,count"`, // The number of points. Must be greater than 0. count: i32, // The external radius of the point cloud. May be zero. radius: f32, }
A distance proxy is used by the GJK algorithm. It encapsulates any shape. You can provide between 1 and B2_MAX_POLYGON_VERTICES points and a radius.
Related Procedures With Parameters
Related Procedures With Returns
ShapeType ¶
ShapeType :: enum i32 { // A circle with an offset circleShape, // A capsule is an extruded circle capsuleShape, // A line segment segmentShape, // A convex polygon polygonShape, // A line segment owned by a chain shape chainSegmentShape, // The number of shape types shapeTypeCount, }
Shape type
Simplex ¶
Simplex :: struct { v1: SimplexVertex, v2: SimplexVertex, // vertices v3: SimplexVertex, // number of valid vertices count: i32, }
Simplex from the GJK algorithm
SimplexCache ¶
SimplexCache :: struct { // The number of stored simplex points count: u16, // The cached simplex indices on shape A indexA: [3]u8 `fmt:"v,count"`, // The cached simplex indices on shape B indexB: [3]u8 `fmt:"v,count"`, }
Used to warm start the GJK simplex. If you call b2ComputeShapeDistance multiple times with nearby transforms this might improve performance. The distance cache must be initialized to zero on the first call.
Related Procedures With Parameters
SimplexVertex ¶
SimplexVertex :: struct { // support point in proxyA wA: [2]f32, // support point in proxyB wB: [2]f32, // wB - wA w: [2]f32, // barycentric coordinate for closest point a: f32, // wA index indexA: i32, // wB index indexB: i32, }
Simplex vertex for debugging the GJK algorithm
SurfaceMaterial ¶
SurfaceMaterial :: struct { // The Coulomb (dry) friction coefficient, usually in the range [0,1]. friction: f32, // The coefficient of restitution (bounce) usually in the range [0,1]. // https://en.wikipedia.org/wiki/Coefficient_of_restitution restitution: f32, // The rolling resistance usually in the range [0,1]. rollingResistance: f32, // The tangent speed for conveyor belts tangentSpeed: f32, // User material identifier. This is passed with query results and to friction and restitution // combining functions. It is not used internally. userMaterialId: u64, // Custom debug draw color. customColor: u32, }
The surface material groups together parameters related to the shape surface, which is the 2D boundary. Surface materials allow chain shapes to have per segment properties.
Related Procedures With Parameters
Related Procedures With Returns
Sweep ¶
Sweep :: struct { // Local center of mass position localCenter: [2]f32, // Starting center of mass world position c1: [2]f32, // Ending center of mass world position c2: [2]f32, // Starting world rotation q1: Rot, // Ending world rotation q2: Rot, }
This describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin, which may not coincide with the center of mass. However, to support dynamics we must interpolate the center of mass position.
TOIInput ¶
TOIInput :: struct { // The proxy for shape A proxyA: ShapeProxy, // The proxy for shape B proxyB: ShapeProxy, // The movement of shape A sweepA: Sweep, // The movement of shape B sweepB: Sweep, // Defines the sweep interval [0, maxFraction] maxFraction: f32, }
Time of impact input
TOIOutput ¶
TOIOutput :: struct { // The type of result state: TOIState, // The hit point point: [2]f32, // The hit normal normal: [2]f32, // The sweep time of the collision fraction: f32, }
Time of impact output
TOIState ¶
TOIState :: enum i32 { Unknown, Failed, Overlapped, Hit, Separated, }
Describes the TOI output
TaskCallbackFcn ¶
TaskCallbackFcn :: proc "c" (taskContext: rawptr)
Task interface This is the prototype for a Box2D task. Your task system is expected to run this callback on a worker thread, exactly once per enqueue, passing back the same taskContext pointer supplied to b2EnqueueTaskCallbackFcn.
Transform ¶
Related Procedures With Parameters
- Body_SetTargetTransform
- CollideCapsuleAndCircle
- CollideCapsules
- CollideChainSegmentAndCapsule
- CollideChainSegmentAndCircle
- CollideChainSegmentAndPolygon
- CollideCircles
- CollidePolygonAndCapsule
- CollidePolygonAndCircle
- CollidePolygons
- CollideSegmentAndCapsule
- CollideSegmentAndCircle
- CollideSegmentAndPolygon
- ComputeCapsuleBounds
- ComputeCircleBounds
- ComputePolygonBounds
- ComputeSegmentBounds
- InvMulTransforms
- InvMulWorldTransforms
- InvTransformPoint
- InvTransformWorldPoint
- IsValidTransform
- IsValidWorldTransform
- Joint_SetLocalFrameA
- Joint_SetLocalFrameB
- MakeWorldTransform
- MulTransforms
- MulWorldTransforms
- ToRelativeTransform
- TransformPoint
- TransformPolygon
- TransformWorldPoint
Related Procedures With Returns
Related Constants
TreeBoxCastCallbackFcn ¶
TreeBoxCastCallbackFcn :: proc "c" (input: ^BoxCastInput, proxyId: i32, userData: u64, userContext: rawptr) -> f32
This function receives clipped AABB cast input for a proxy. The function returns the new cast fraction.
- return a value of 0 to terminate the cast
- return a value less than input->maxFraction to clip the cast
- return a value of input->maxFraction to continue the cast without clipping
TreeQueryCallbackFcn ¶
This function receives proxies found in the AABB query. @return true if the query should continue
Related Procedures With Parameters
TreeRayCastCallbackFcn ¶
TreeRayCastCallbackFcn :: proc "c" (input: ^RayCastInput, proxyId: i32, userData: u64, userContext: rawptr) -> f32
This function receives clipped ray cast input for a proxy. The function returns the new ray fraction.
- return a value of 0 to terminate the ray cast
- return a value less than input->maxFraction to clip the ray
- return a value of input->maxFraction to continue the ray cast without clipping
TreeStats ¶
TreeStats :: struct { // Number of internal nodes visited during the query nodeVisits: i32, // Number of leaf nodes visited during the query leafVisits: i32, }
These are performance results returned by dynamic tree queries.
Related Procedures With Returns
Vec2 ¶
Vec2 :: [2]f32
External examples raylib/box2d
Related Procedures With Parameters
- Abs
- Add
- Body_ApplyForce
- Body_ApplyForceToCenter
- Body_ApplyLinearImpulse
- Body_ApplyLinearImpulseToCenter
- Body_GetLocalPoint
- Body_GetLocalPointVelocity
- Body_GetLocalVector
- Body_GetWorldPoint
- Body_GetWorldPointVelocity
- Body_GetWorldVector
- Body_SetLinearVelocity
- Body_SetTransform
- Clamp
- ClipVector
- ComputeRotationBetweenUnitVectors
- ComputeSegmentDistance
- Cross
- CrossSV
- CrossVS
- Distance
- DistanceSquared
- Dot
- GetLengthAndNormalize
- InvRotateVector
- InvTransformPoint
- InvTransformWorldPoint
- IsNormalized
- IsValidPos
- IsValidVec2
- LeftPerp
- Length
- LengthSquared
- Lerp
- LerpPos
- MakeOffsetBox
- MakeOffsetPolygon
- MakeOffsetProxy
- MakeOffsetRoundedBox
- MakeOffsetRoundedPolygon
- MakeRotFromUnitVector
- Max
- Min
- MotorJoint_SetLinearVelocity
- MoverJoint_SetLinearVelocity
- MoverJoint_SetMaxVelocityForce
- Mul
- MulAdd
- MulMV
- MulSV
- MulSub
- Neg
- Normalize
- NormalizeChecked
- OffsetPos
- PlaneSeparation
- PointInCapsule
- PointInCircle
- PointInPolygon
- RightPerp
- RotateVector
- Shape_ApplyWind
- Shape_CastRay
- Shape_GetClosestPoint
- Shape_TestPoint
- Solve22
- SolvePlanes
- Sub
- SubPos
- ToPos
- ToRelativeTransform
- ToVec2
- TransformPoint
- TransformWorldPoint
- World_CastMover
- World_CastRay
- World_CastRayClosest
- World_CastShape
- World_CollideMover
- World_OverlapAABB
- World_OverlapShape
- World_SetGravity
Related Procedures With Returns
Related Constants
Version ¶
Version :: struct { // Significant changes major: i32, // Incremental changes minor: i32, // Bug fixes revision: i32, }
Version numbering scheme. See https://semver.org/
WeldJointDef ¶
WeldJointDef :: struct { // Base joint definition using base: JointDef, // Linear stiffness expressed as Hertz (cycles per second). Use zero for maximum stiffness. linearHertz: f32, // Angular stiffness as Hertz (cycles per second). Use zero for maximum stiffness. angularHertz: f32, // Linear damping ratio, non-dimensional. Use 1 for critical damping. linearDampingRatio: f32, // Angular damping ratio, non-dimensional. Use 1 for critical damping. angularDampingRatio: f32, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
Weld joint definition Connects two bodies together rigidly. This constraint provides springs to mimic soft-body simulation. @note The approximate solver in Box2D cannot hold many bodies together rigidly
WheelJointDef ¶
WheelJointDef :: struct { // Base joint definition using base: JointDef, // Enable a linear spring along the local axis enableSpring: bool, // Spring stiffness in Hertz hertz: f32, // Spring damping ratio, non-dimensional dampingRatio: f32, // Enable/disable the joint linear limit enableLimit: bool, // The lower translation limit lowerTranslation: f32, // The upper translation limit upperTranslation: f32, // Enable/disable the joint rotational motor enableMotor: bool, // The maximum motor torque, typically in newton-meters maxMotorTorque: f32, // The desired motor speed in radians per second motorSpeed: f32, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
Wheel joint definition Body B is a wheel that may rotate freely and slide along the local x-axis in frame A. The joint translation is zero when the local frame origins coincide in world space.
WorldCastOutput ¶
WorldCastOutput :: CastOutput
World-space cast output. The hit point is a world position. The normal stays a float direction.
Related Procedures With Returns
WorldDef ¶
WorldDef :: struct { // Gravity vector. Box2D has no up-vector defined. gravity: [2]f32, // Restitution speed threshold, usually in m/s. Collisions above this speed have restitution // applied (will bounce). restitutionThreshold: f32, // Number of iterations of the restitution solver. More iterations can lead to less box // spinning. // @see B2_MAX_RESTITUTION_ITERATIONS restitutionIterations: i32, // Enable full contact propagation in the restitution solver. Expensive. (Experimental) enableRestitutionPropagation: bool, // Threshold speed for hit events. Usually meters per second. hitEventThreshold: f32, // Contact stiffness. Cycles per second. Increasing this increases the speed of overlap // recovery, but can introduce jitter. contactHertz: f32, // Contact bounciness. Non-dimensional. You can speed up overlap recovery by decreasing this // with the trade-off that overlap resolution becomes more energetic. contactDampingRatio: f32, // This parameter controls how fast overlap is resolved and usually has units of meters per // second. This only puts a cap on the resolution speed. The resolution speed is increased by // increasing the hertz and/or decreasing the damping ratio. contactSpeed: f32, // Maximum linear speed. Usually meters per second. maximumLinearSpeed: f32, // Optional mixing callback for friction. The default uses sqrt(frictionA * frictionB). frictionCallback: FrictionCallbackFcn, // Optional mixing callback for restitution. The default uses max(restitutionA, restitutionB). restitutionCallback: RestitutionCallbackFcn, // Can bodies go to sleep to improve performance enableSleep: bool, // Enable continuous collision enableContinuous: bool, // Number of workers for multithreading. Box2D performs best when using performance cores and // accessing a single L3 cache (uniform memory). Efficiency cores and SMT provide little // benefit and may even harm performance. This is clamped to the range [1, B2_MAX_WORKERS]. If // task callbacks are provided then Box2D will use the user provided task system. If no task // callbacks are installed then Box2D will run single-threaded with a worker count of 1, or use // the internal scheduler with a worker count greater than 1. workerCount: i32, // Function to spawn tasks enqueueTask: EnqueueTaskCallbackFcn, // Function to finish a task finishTask: FinishTaskCallbackFcn, // User context that is provided to enqueueTask and finishTask userTaskContext: rawptr, // User data userData: rawptr, // Optional initial capacities capacity: Capacity, // Used internally to detect a valid definition. DO NOT SET. internalValue: i32, }
World definition used to create a simulation world. Must be initialized using b2DefaultWorldDef().
WorldId ¶
World id references a world instance. This should be treated as an opaque handle.
Related Procedures With Parameters
- CreateBody
- CreateDistanceJoint
- CreateFilterJoint
- CreateMotorJoint
- CreateMoverJoint
- CreatePogoJoint
- CreatePrismaticJoint
- CreateRevoluteJoint
- CreateWeldJoint
- CreateWheelJoint
- DestroyWorld
- StoreWorldId
- World_CastMover
- World_CastRay
- World_CastRayClosest
- World_CastShape
- World_CollideMover
- World_Draw
- World_DumpMemoryStats
- World_EnableContinuous
- World_EnableRestitutionPropagation
- World_EnableSSE2Fallback
- World_EnableSleeping
- World_EnableWarmStarting
- World_Explode
- World_GetAwakeBodyCount
- World_GetBodyEvents
- World_GetBounds
- World_GetContactEvents
- World_GetContactRecycleDistance
- World_GetContactTuning
- World_GetCounters
- World_GetGravity
- World_GetHitEventThreshold
- World_GetJointEvents
- World_GetMaxCapacity
- World_GetMaxLinearSpeed
- World_GetProfile
- World_GetRestitutionIterations
- World_GetRestitutionThreshold
- World_GetSensorEvents
- World_GetSnapshot
- World_GetStateHash
- World_GetUserData
- World_GetWorkerCount
- World_IsContinuousEnabled
- World_IsRestitutionPropagationEnabled
- World_IsSleepingEnabled
- World_IsValid
- World_IsWarmStartingEnabled
- World_OverlapAABB
- World_OverlapShape
- World_RebuildStaticTree
- World_RestoreFromSnapshot
- World_SetContactRecycleDistance
- World_SetContactTuning
- World_SetCustomFilterCallback
- World_SetFrictionCallback
- World_SetGravity
- World_SetHitEventThreshold
- World_SetMaxLinearSpeed
- World_SetPreSolveCallback
- World_SetRestitutionCallback
- World_SetRestitutionIterations
- World_SetRestitutionThreshold
- World_SetUserData
- World_SetWorkerCount
- World_StartRecording
- World_Step
- World_StopRecording
Related Procedures With Returns
Related Constants
WorldTransform ¶
WorldTransform :: Transform
A world transform. This is an alias in single precision, and the bindings only support single precision.
Related Procedures With Parameters
- Body_SetTargetTransform
- CollideCapsuleAndCircle
- CollideCapsules
- CollideChainSegmentAndCapsule
- CollideChainSegmentAndCircle
- CollideChainSegmentAndPolygon
- CollideCircles
- CollidePolygonAndCapsule
- CollidePolygonAndCircle
- CollidePolygons
- CollideSegmentAndCapsule
- CollideSegmentAndCircle
- CollideSegmentAndPolygon
- ComputeCapsuleBounds
- ComputeCircleBounds
- ComputePolygonBounds
- ComputeSegmentBounds
- InvMulTransforms
- InvMulWorldTransforms
- InvTransformPoint
- InvTransformWorldPoint
- IsValidTransform
- IsValidWorldTransform
- Joint_SetLocalFrameA
- Joint_SetLocalFrameB
- MakeWorldTransform
- MulTransforms
- MulWorldTransforms
- ToRelativeTransform
- TransformPoint
- TransformPolygon
- TransformWorldPoint
Related Procedures With Returns
Related Constants
Constants
AABB_MARGIN_FRACTION ¶
AABB_MARGIN_FRACTION :: 0.125
For small objects the margin is limited to this fraction times the maximum extent.
CONTACT_RECYCLE_COS_ANGLE ¶
CONTACT_RECYCLE_COS_ANGLE :: 0.98
The default contact recycling world angle threshold. 0.98 ~= 11.5 degrees.
EPSILON ¶
EPSILON :: math.F32_EPSILON
GRAPH_COLOR_COUNT ¶
GRAPH_COLOR_COUNT :: 24
Maximum number of colors in the constraint graph. Constraints that cannot find a color are added to the overflow set, which is solved single-threaded.
MAX_RESTITUTION_ITERATIONS ¶
MAX_RESTITUTION_ITERATIONS :: 63
The maximum number of restitution iterations. Needed to avoid a solver overflow.
MAX_ROTATION ¶
MAX_ROTATION :: 0.25 * PI
The maximum rotation of a body per time step. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this.
MAX_TASKS ¶
MAX_TASKS :: 256
Maximum number of tasks queued per world step. EnqueueTaskCallbackFcn will never be called more than this per world step. This is related to MAX_WORKERS. With 32 workers, the maximum observed task count is 130.
Mat22_zero ¶
Mat22_zero: matrix[2, 2]f32 : Mat22{0, 0, 0, 0}
PI ¶
PI :: math.PI
Pos_zero ¶
Pos_zero: [2]f32 : Pos{0, 0}
Rot_identity ¶
Rot_identity :: Rot{1, 0}
TIME_TO_SLEEP ¶
TIME_TO_SLEEP :: 0.5
The time that a body must be still before it will go to sleep. In seconds.
Transform_identity ¶
Transform_identity :: Transform{{0, 0}, {1, 0}}
VERSION_MINOR ¶
VERSION_MINOR :: 2
VERSION_REVISION ¶
VERSION_REVISION :: 0
Vec2_zero ¶
Vec2_zero: [2]f32 : Vec2{0, 0}
WorldTransform_identity ¶
WorldTransform_identity: Transform : WorldTransform{{0, 0}, {1, 0}}
nullBodyId ¶
nullBodyId :: BodyId{}
nullChainId ¶
nullChainId :: ChainId{}
nullContactId ¶
nullContactId :: ContactId{}
nullJointId ¶
nullJointId :: JointId{}
nullShapeId ¶
nullShapeId :: ShapeId{}
nullWorldId ¶
nullWorldId :: WorldId{}
Use these to make your identifiers null. You may also use zero initialization to get null.
Variables
This section is empty.
Procedures
AABB_Center ¶
Get the center of the AABB.
AABB_Contains ¶
Does a fully contain b
AABB_Extents ¶
Get the extents of the AABB (half-widths).
AABB_Overlaps ¶
Do a and b overlap
AABB_Union ¶
Union of two AABBs
Abs ¶
Component-wise absolute vector
AbsFloat ¶
@(deprecated="Prefer the built-in 'abs(a)'") @(require_results) AbsFloat :: proc "c" (a: f32) -> f32 {…}
@return the absolute value of a float
AbsInt ¶
@(deprecated="Prefer the built-in 'abs(a)'") @(require_results) AbsInt :: proc "c" (a: i32) -> i32 {…}
@return the absolute value of an integer
Add ¶
@(deprecated="Prefer 'a + b'") @(require_results) Add :: proc "c" (a, b: [2]f32) -> [2]f32 {…}
Vector addition
Atan2 ¶C · b2Atan2Source · box2d.odin:17
Compute an approximate arctangent in the range [-pi, pi] This is hand coded for cross-platform determinism. The atan2f function in the standard library is not cross-platform deterministic. Accurate to around 0.0023 degrees
Body_ApplyAngularImpulse ¶C · b2Body_ApplyAngularImpulseSource · box2d.odin:496
Apply an angular impulse. The impulse is ignored if the body is not awake. This optionally wakes the body. @param bodyId The body id @param impulse the angular impulse, usually in units of kgmm/s @param wake also wake up the body @warning This should be used for one-shot impulses. If you need a steady torque, use a torque instead, which will work better with the sub-stepping solver.
Body_ApplyForce ¶C · b2Body_ApplyForceSource · box2d.odin:505
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This optionally wakes up the body. The force is ignored if the body is not awake. @param bodyId The body id @param force The world force vector, usually in newtons (N) @param point The world position of the point of application @param wake Option to wake up the body
Body_ApplyForceToCenter ¶C · b2Body_ApplyForceToCenterSource · box2d.odin:512
Apply a force to the center of mass. This optionally wakes up the body. The force is ignored if the body is not awake. @param bodyId The body id @param force the world force vector, usually in newtons (N). @param wake also wake up the body
Body_ApplyLinearImpulse ¶C · b2Body_ApplyLinearImpulseSource · box2d.odin:523
Body_ApplyLinearImpulse :: proc "c" ( bodyId: BodyId, impulse: [2]f32, point: [2]f32, wake: bool, ) ---
Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This optionally wakes the body. The impulse is ignored if the body is not awake. @param bodyId The body id @param impulse the world impulse vector, usually in Ns or kgm/s. @param point the world position of the point of application. @param wake also wake up the body @warning This should be used for one-shot impulses. If you need a steady force, use a force instead, which will work better with the sub-stepping solver.
Body_ApplyLinearImpulseToCenter ¶C · b2Body_ApplyLinearImpulseToCenterSource · box2d.odin:532
Apply an impulse to the center of mass. This immediately modifies the velocity. The impulse is ignored if the body is not awake. This optionally wakes the body. @param bodyId The body id @param impulse the world impulse vector, usually in Ns or kgm/s. @param wake also wake up the body @warning This should be used for one-shot impulses. If you need a steady force, use a force instead, which will work better with the sub-stepping solver.
Body_ApplyTorque ¶C · b2Body_ApplyTorqueSource · box2d.odin:539
Apply a torque. This affects the angular velocity without affecting the linear velocity. This optionally wakes the body. The torque is ignored if the body is not awake. @param bodyId The body id @param torque about the z-axis (out of the screen), usually in N*m. @param wake also wake up the body
Body_ClearForces ¶C · b2Body_ClearForcesSource · box2d.odin:545
Body_ClearForces :: proc "c" (bodyId: BodyId) ---
Clear the force and torque on this body. Forces and torques are automatically cleared after each world step. So this only needs to be called if the application wants to remove the effect of previous calls to apply forces and torques before the world step is called. @param bodyId The body id
Body_ComputeBounds ¶C · b2Body_ComputeBoundsSource · box2d.odin:550
Get the current world AABB that contains all the attached shapes. Note that this may not encompass the body origin. If there are no shapes attached then the returned AABB is empty and centered on the body origin.
Body_Disable ¶C · b2Body_DisableSource · box2d.odin:553
Body_Disable :: proc "c" (bodyId: BodyId) ---
Disable a body by removing it completely from the simulation. This is expensive.
Body_Enable ¶C · b2Body_EnableSource · box2d.odin:556
Body_Enable :: proc "c" (bodyId: BodyId) ---
Enable a body by adding it to the simulation. This is expensive.
Body_EnableContactEvents ¶C · b2Body_EnableContactEventsSource · box2d.odin:561
Enable/disable contact events on all shapes. @see b2ShapeDef::enableContactEvents @warning changing this at runtime may cause mismatched begin/end touch events
Body_EnableContactRecycling ¶C · b2Body_EnableContactRecyclingSource · box2d.odin:569
Enable or disable contact recycling for this body. Contact recycling is a performance optimization that reuses contact manifolds when bodies move slightly. Disabling it can avoid ghost collisions on characters at the cost of higher per-step work. Existing contacts retain their prior setting; only contacts created after this call see the new value. @see b2BodyDef::enableContactRecycling
Body_EnableHitEvents ¶C · b2Body_EnableHitEventsSource · box2d.odin:573
Enable/disable hit events on all shapes @see b2ShapeDef::enableHitEvents
Body_EnableSleeping ¶C · b2Body_EnableSleepingSource · box2d.odin:577
Enable or disable sleeping for this body. If sleeping is disabled the body will wake (and the entire island).
Body_GetAngularDamping ¶C · b2Body_GetAngularDampingSource · box2d.odin:580
Get the current angular damping.
Body_GetAngularVelocity ¶C · b2Body_GetAngularVelocitySource · box2d.odin:583
Get the angular velocity of a body in radians per second
Body_GetContactCapacity ¶C · b2Body_GetContactCapacitySource · box2d.odin:586
Get the maximum capacity required for retrieving all the touching contacts on a body
Body_GetContactData ¶
@(require_results) Body_GetContactData :: proc "c" (bodyId: BodyId, contactData: []ContactData) -> []ContactData {…}
Get the touching contact data for a body. @note Box2D uses speculative collision so some contact points may be separated. @returns the number of elements filled in the provided array @warning do not ignore the return value, it specifies the valid number of elements
Body_GetGravityScale ¶C · b2Body_GetGravityScaleSource · box2d.odin:589
Get the current gravity scale
Body_GetJointCount ¶C · b2Body_GetJointCountSource · box2d.odin:592
Get the number of joints on this body
Body_GetJoints ¶
@(require_results) Body_GetJoints :: proc "c" (bodyId: BodyId, jointArray: []JointId) -> []JointId {…}
Get the joint ids for all joints on this body, up to the provided capacity @returns the number of joint ids stored in the user array
Body_GetLinearDamping ¶C · b2Body_GetLinearDampingSource · box2d.odin:595
Get the current linear damping.
Body_GetLinearVelocity ¶C · b2Body_GetLinearVelocitySource · box2d.odin:598
Get the linear velocity of a body's center of mass. Usually in meters per second.
Body_GetLocalCenter ¶C · b2Body_GetLocalCenterSource · box2d.odin:601
Get the center of mass position of the body in local space.
Body_GetLocalPoint ¶C · b2Body_GetLocalPointSource · box2d.odin:604
Get a local point on a body given a world point
Body_GetLocalPointVelocity ¶C · b2Body_GetLocalPointVelocitySource · box2d.odin:607
Get the linear velocity of a local point attached to a body. Usually in meters per second.
Body_GetLocalVector ¶C · b2Body_GetLocalVectorSource · box2d.odin:610
Get a local vector on a body given a world vector
Body_GetMass ¶C · b2Body_GetMassSource · box2d.odin:613
Get the mass of the body, usually in kilograms
Body_GetMassData ¶C · b2Body_GetMassDataSource · box2d.odin:616
Get the mass data for a body
Body_GetMaxExtent ¶C · b2Body_GetMaxExtentSource · box2d.odin:619
The maximum distance from any point on the body shapes to the center of mass.
Body_GetMaxExtentFromOrigin ¶C · b2Body_GetMaxExtentFromOriginSource · box2d.odin:622
The maximum distance from any point on the body shapes to the body origin. Conservative.
Body_GetMinExtent ¶C · b2Body_GetMinExtentSource · box2d.odin:625
The minimum distance from any point on the body shapes to the center of mass.
Body_GetMotionLocks ¶C · b2Body_GetMotionLocksSource · box2d.odin:628
Body_GetMotionLocks :: proc "c" (bodyId: BodyId) -> MotionLocks ---
Get the motion locks for this body.
Body_GetName ¶C · b2Body_GetNameSource · box2d.odin:631
Get the body name.
Body_GetPosition ¶C · b2Body_GetPositionSource · box2d.odin:634
Get the world position of a body. This is the location of the body origin.
Body_GetRotation ¶C · b2Body_GetRotationSource · box2d.odin:637
Get the world rotation of a body as a cosine/sine pair (complex number)
External examples raylib/box2d
Body_GetRotationalInertia ¶C · b2Body_GetRotationalInertiaSource · box2d.odin:640
Get the rotational inertia of the body, usually in kg*m^2
Body_GetSafetyFactor ¶C · b2Body_GetSafetyFactorSource · box2d.odin:643
Get the continuous collision safety factor. Non-dimensional.
Body_GetShapeCount ¶C · b2Body_GetShapeCountSource · box2d.odin:646
Get the number of shapes on this body
Body_GetShapes ¶
@(require_results) Body_GetShapes :: proc "c" (bodyId: BodyId, shapeArray: []ShapeId) -> []ShapeId {…}
Get the shape ids for all shapes on this body, up to the provided capacity. @returns the number of shape ids stored in the user array
Body_GetSleepThreshold ¶C · b2Body_GetSleepThresholdSource · box2d.odin:649
Get the sleep threshold, usually in meters per second.
Body_GetTransform ¶C · b2Body_GetTransformSource · box2d.odin:652
Get the world transform of a body.
Body_GetType ¶C · b2Body_GetTypeSource · box2d.odin:655
Get the body type: static, kinematic, or dynamic
Body_GetUserData ¶C · b2Body_GetUserDataSource · box2d.odin:658
Get the user data stored in a body
Body_GetWorld ¶C · b2Body_GetWorldSource · box2d.odin:661
Get the world that owns this body
Body_GetWorldCenter ¶C · b2Body_GetWorldCenterSource · box2d.odin:664
Get the center of mass position of the body in world space.
Body_GetWorldPoint ¶C · b2Body_GetWorldPointSource · box2d.odin:667
Get a world point on a body given a local point
External examples raylib/box2d
Body_GetWorldPointVelocity ¶C · b2Body_GetWorldPointVelocitySource · box2d.odin:670
Get the linear velocity of a world point attached to a body. Usually in meters per second.
Body_GetWorldVector ¶C · b2Body_GetWorldVectorSource · box2d.odin:673
Get a world vector on a body given a local vector
Body_IsAwake ¶C · b2Body_IsAwakeSource · box2d.odin:676
@return true if this body is awake
Body_IsBullet ¶C · b2Body_IsBulletSource · box2d.odin:679
Is this body a bullet?
Body_IsContactRecyclingEnabled ¶C · b2Body_IsContactRecyclingEnabledSource · box2d.odin:682
Is contact recycling enabled on this body?
Body_IsEnabled ¶C · b2Body_IsEnabledSource · box2d.odin:685
Returns true if this body is enabled
Body_IsSleepingEnabled ¶C · b2Body_IsSleepingEnabledSource · box2d.odin:688
Returns true if sleeping is enabled for this body
Body_IsValid ¶C · b2Body_IsValidSource · box2d.odin:692
Body identifier validation. A valid body exists in a world and is non-null. This can be used to detect orphaned ids. Provides validation for up to 64K allocations.
Body_SetAngularDamping ¶C · b2Body_SetAngularDampingSource · box2d.odin:695
Adjust the angular damping. Normally this is set in b2BodyDef before creation.
Body_SetAngularVelocity ¶C · b2Body_SetAngularVelocitySource · box2d.odin:698
Set the angular velocity of a body in radians per second
Body_SetAwake ¶C · b2Body_SetAwakeSource · box2d.odin:703
Wake a body from sleep. This wakes the entire island the body is touching. @warning Putting a body to sleep will put the entire island of bodies touching this body to sleep, which can be expensive and possibly unintuitive.
Body_SetBullet ¶C · b2Body_SetBulletSource · box2d.odin:707
Set this body to be a bullet. A bullet does continuous collision detection against dynamic and kinematic bodies (but not other bullets). This only works on dynamic bodies.
Body_SetGravityScale ¶C · b2Body_SetGravityScaleSource · box2d.odin:711
Adjust the gravity scale. Normally this is set in b2BodyDef before creation. @see b2BodyDef::gravityScale
Body_SetLinearDamping ¶C · b2Body_SetLinearDampingSource · box2d.odin:714
Adjust the linear damping. Normally this is set in b2BodyDef before creation.
Body_SetLinearVelocity ¶C · b2Body_SetLinearVelocitySource · box2d.odin:717
Set the linear velocity of a body. Usually in meters per second.
Body_SetMassData ¶C · b2Body_SetMassDataSource · box2d.odin:723
Override the body's mass properties. Normally this is computed automatically using the shape geometry and density. This information is lost if a shape is added or removed or if the body type changes. If motion locks are used to fix rotation then the rotational inertia value is ignored and rotational inertia remains fixed at zero.
Body_SetMotionLocks ¶C · b2Body_SetMotionLocksSource · box2d.odin:727
Body_SetMotionLocks :: proc "c" (bodyId: BodyId, locks: MotionLocks) ---
Set the motion locks on this body. This causes mass properties to be recomputed because fixed rotation sets the rotational inertia to zero.
Body_SetName ¶C · b2Body_SetNameSource · box2d.odin:730
Set the body name. See B2_NAME_LENGTH.
Body_SetSafetyFactor ¶C · b2Body_SetSafetyFactorSource · box2d.odin:734
Set the continuous collision safety factor. Smaller is safer but can lead to hitching. Recommended range [0.01, 0.5]. Non-dimensional.
Body_SetSleepThreshold ¶C · b2Body_SetSleepThresholdSource · box2d.odin:737
Set the sleep threshold, usually in meters per second
Body_SetTargetTransform ¶C · b2Body_SetTargetTransformSource · box2d.odin:746
Body_SetTargetTransform :: proc "c" ( bodyId: BodyId, target: Transform, timeStep: f32, wake: bool, ) ---
Set the velocity to reach the given transform after a given time step. The result will be close but may not be exact. This is meant for kinematic bodies. The target is not applied if the velocity would be below the sleep threshold and the body is currently asleep. @param bodyId The body id @param target The target transform for the body @param timeStep The time step of the next call to b2World_Step @param wake Option to wake the body or not
Body_SetTransform ¶C · b2Body_SetTransformSource · box2d.odin:751
Set the world transform of a body. This acts as a teleport and is fairly expensive. @note Generally you should create a body with the intended transform. @see b2BodyDef::position and b2BodyDef::rotation
Body_SetType ¶C · b2Body_SetTypeSource · box2d.odin:755
Change the body type. This is an expensive operation. This automatically updates the mass properties regardless of the automatic mass setting.
Body_SetUserData ¶C · b2Body_SetUserDataSource · box2d.odin:758
Set the user data for a body
Body_UpdateMassFromShapes ¶C · b2Body_UpdateMassFromShapesSource · box2d.odin:764
Body_UpdateMassFromShapes :: proc "c" (bodyId: BodyId) ---
This updates the mass properties to the sum of the mass properties of the shapes. This normally does not need to be called unless you called b2Body_SetMassData to override the mass and you later want to reset the mass. You may also use this when automatic mass computation has been disabled. You should call this regardless of body type. Note that sensor shapes may have mass.
Body_WakeTouching ¶C · b2Body_WakeTouchingSource · box2d.odin:767
Body_WakeTouching :: proc "c" (bodyId: BodyId) ---
Wake bodies touching this body. Works for static bodies.
CONTACT_RECYCLE_DISTANCE ¶
@(require_results) CONTACT_RECYCLE_DISTANCE :: proc "c" () -> f32 {…}
The default contact recycling distance.
CastRayCapsule ¶C · b2CastRayCapsuleSource · box2d.odin:20
CastRayCapsule :: proc "c" (#by_ptr shape: Capsule, #by_ptr input: RayCastInput) -> CastOutput ---
Ray cast versus capsule shape in local space.
CastRayCircle ¶C · b2CastRayCircleSource · box2d.odin:23
CastRayCircle :: proc "c" (#by_ptr shape: Circle, #by_ptr input: RayCastInput) -> CastOutput ---
Ray cast versus circle shape in local space.
CastRayPolygon ¶C · b2CastRayPolygonSource · box2d.odin:26
CastRayPolygon :: proc "c" (#by_ptr shape: Polygon, #by_ptr input: RayCastInput) -> CastOutput ---
Ray cast versus polygon shape in local space.
CastRaySegment ¶C · b2CastRaySegmentSource · box2d.odin:30
CastRaySegment :: proc "c" ( #by_ptr shape: Segment, #by_ptr input: RayCastInput, oneSided: bool, ) -> CastOutput ---
Ray cast versus segment shape in local space. Optionally treat the segment as one-sided with hits from the left side being treated as a miss.
CastShape ¶C · b2CastShapeSource · box2d.odin:35
CastShape :: proc "c" (#by_ptr input: ShapeCastPairInput) -> CastOutput ---
Perform a linear shape cast of shape B moving and shape A fixed. Determines the hit point, normal, and translation fraction. The query runs in frame A, so the hit point and normal are returned in frame A. Initially touching shapes return a zero fraction in the output.
CastShapeCapsule ¶C · b2CastShapeCapsuleSource · box2d.odin:38
CastShapeCapsule :: proc "c" ( #by_ptr shape: Capsule, #by_ptr input: ShapeCastInput, ) -> CastOutput ---
Shape cast versus a capsule.
CastShapeCircle ¶C · b2CastShapeCircleSource · box2d.odin:41
CastShapeCircle :: proc "c" ( #by_ptr shape: Circle, #by_ptr input: ShapeCastInput, ) -> CastOutput ---
Shape cast versus a circle.
CastShapePolygon ¶C · b2CastShapePolygonSource · box2d.odin:44
CastShapePolygon :: proc "c" ( #by_ptr shape: Polygon, #by_ptr input: ShapeCastInput, ) -> CastOutput ---
Shape cast versus a convex polygon.
CastShapeSegment ¶C · b2CastShapeSegmentSource · box2d.odin:47
CastShapeSegment :: proc "c" ( #by_ptr shape: Segment, #by_ptr input: ShapeCastInput, ) -> CastOutput ---
Shape cast versus a line segment.
Chain_GetSegmentCount ¶C · b2Chain_GetSegmentCountSource · box2d.odin:774
Get the number of segments on this chain
Chain_GetSegments ¶
@(require_results) Chain_GetSegments :: proc "c" (chainId: ChainId, segmentArray: []ShapeId) -> []ShapeId {…}
Fill a user array with chain segment shape ids up to the specified capacity. Returns the actual number of segments returned.
Chain_GetSurfaceMaterial ¶C · b2Chain_GetSurfaceMaterialSource · box2d.odin:777
Chain_GetSurfaceMaterial :: proc "c" (chainId: ChainId, segmentIndex: i32) -> SurfaceMaterial ---
Get a chain material by segment index.
Chain_GetWorld ¶C · b2Chain_GetWorldSource · box2d.odin:780
Get the world that owns this chain shape
Chain_IsValid ¶C · b2Chain_IsValidSource · box2d.odin:783
Chain identifier validation. Provides validation for up to 64K allocations.
Chain_SetAllSurfaceMaterials ¶C · b2Chain_SetAllSurfaceMaterialsSource · box2d.odin:786
Chain_SetAllSurfaceMaterials :: proc "c" (chainId: ChainId, #by_ptr material: SurfaceMaterial) ---
Set the chain material on all segments.
Chain_SetSurfaceMaterial ¶C · b2Chain_SetSurfaceMaterialSource · box2d.odin:789
Chain_SetSurfaceMaterial :: proc "c" ( chainId: ChainId, #by_ptr material: SurfaceMaterial, segmentIndex: i32, ) ---
Set a chain material by segment index.
Clamp ¶
Component-wise clamp vector v into the range [a, b]
ClampFloat ¶
@(deprecated="Prefer the built-in 'clamp(a, lower, upper)'") @(require_results) ClampFloat :: proc "c" (a, lower, upper: f32) -> f32 {…}
@return a f32 clamped between a lower and upper bound
ClampInt ¶
@(deprecated="Prefer the built-in 'clamp(a, lower, upper)'") @(require_results) ClampInt :: proc "c" (a, lower, upper: i32) -> i32 {…}
@return an integer clamped between a lower and upper bound
ClipVector ¶C · b2ClipVectorSource · box2d.odin:51
ClipVector :: proc "c" (vector: [2]f32, planes: [^]CollisionPlane, count: i32) -> [2]f32 ---
Clips the velocity against the given collision planes. Planes with zero push or clipVelocity set to false are skipped.
CollideCapsuleAndCircle ¶C · b2CollideCapsuleAndCircleSource · box2d.odin:54
CollideCapsuleAndCircle :: proc "c" ( #by_ptr capsuleA: Capsule, #by_ptr circleB: Circle, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between a capsule and circle
CollideCapsules ¶C · b2CollideCapsulesSource · box2d.odin:57
CollideCapsules :: proc "c" ( #by_ptr capsuleA: Capsule, #by_ptr capsuleB: Capsule, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between two capsules
CollideChainSegmentAndCapsule ¶C · b2CollideChainSegmentAndCapsuleSource · box2d.odin:60
CollideChainSegmentAndCapsule :: proc "c" ( #by_ptr segmentA: ChainSegment, #by_ptr capsuleB: Capsule, xf: Transform, cache: ^SimplexCache, ) -> LocalManifold ---
Compute the contact manifold between a chain segment and a capsule
CollideChainSegmentAndCircle ¶C · b2CollideChainSegmentAndCircleSource · box2d.odin:63
CollideChainSegmentAndCircle :: proc "c" ( #by_ptr segmentA: ChainSegment, #by_ptr circleB: Circle, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between a chain segment and a circle
CollideChainSegmentAndPolygon ¶C · b2CollideChainSegmentAndPolygonSource · box2d.odin:66
CollideChainSegmentAndPolygon :: proc "c" ( #by_ptr segmentA: ChainSegment, #by_ptr polygonB: Polygon, xf: Transform, cache: ^SimplexCache, ) -> LocalManifold ---
Compute the contact manifold between a chain segment and a rounded polygon
CollideCircles ¶C · b2CollideCirclesSource · box2d.odin:69
CollideCircles :: proc "c" ( #by_ptr circleA: Circle, #by_ptr circleB: Circle, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between two circles
CollidePolygonAndCapsule ¶C · b2CollidePolygonAndCapsuleSource · box2d.odin:72
CollidePolygonAndCapsule :: proc "c" ( #by_ptr polygonA: Polygon, #by_ptr capsuleB: Capsule, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between a polygon and capsule
CollidePolygonAndCircle ¶C · b2CollidePolygonAndCircleSource · box2d.odin:75
CollidePolygonAndCircle :: proc "c" ( #by_ptr polygonA: Polygon, #by_ptr circleB: Circle, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between a polygon and a circle
CollidePolygons ¶C · b2CollidePolygonsSource · box2d.odin:78
CollidePolygons :: proc "c" ( #by_ptr polygonA: Polygon, #by_ptr polygonB: Polygon, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between two polygons
CollideSegmentAndCapsule ¶C · b2CollideSegmentAndCapsuleSource · box2d.odin:81
CollideSegmentAndCapsule :: proc "c" ( #by_ptr segmentA: Segment, #by_ptr capsuleB: Capsule, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between a segment and a capsule
CollideSegmentAndCircle ¶C · b2CollideSegmentAndCircleSource · box2d.odin:84
CollideSegmentAndCircle :: proc "c" ( #by_ptr segmentA: Segment, #by_ptr circleB: Circle, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between a segment and a circle
CollideSegmentAndPolygon ¶C · b2CollideSegmentAndPolygonSource · box2d.odin:87
CollideSegmentAndPolygon :: proc "c" ( #by_ptr segmentA: Segment, #by_ptr polygonB: Polygon, xf: Transform, ) -> LocalManifold ---
Compute the contact manifold between a segment and a polygon
ComputeAngularVelocity ¶
Compute the angular velocity necessary to rotate between two rotations over a given time
@param q1 initial rotation @param q2 final rotation @param inv_h inverse time step
ComputeCapsuleBounds ¶C · b2ComputeCapsuleBoundsSource · box2d.odin:90
Compute the bounding box of a transformed capsule
ComputeCapsuleMass ¶C · b2ComputeCapsuleMassSource · box2d.odin:93
Compute mass properties of a capsule
ComputeCircleBounds ¶C · b2ComputeCircleBoundsSource · box2d.odin:96
Compute the bounding box of a transformed circle
ComputeCircleMass ¶C · b2ComputeCircleMassSource · box2d.odin:99
Compute mass properties of a circle
ComputeCosSin ¶C · b2ComputeCosSinSource · box2d.odin:102
Compute the cosine and sine of an angle in radians. Implemented for cross-platform determinism.
ComputeHull ¶
Compute the convex hull of a set of points. Returns an empty hull if it fails. Some failure cases:
- all points very close together
- all points on a line
- less than 3 points
- more than B2_MAX_POLYGON_VERTICES points
This welds close points and removes collinear points. @warning Do not modify a hull once it has been computed
ComputePolygonBounds ¶C · b2ComputePolygonBoundsSource · box2d.odin:105
Compute the bounding box of a transformed polygon
ComputePolygonMass ¶C · b2ComputePolygonMassSource · box2d.odin:108
Compute mass properties of a polygon
ComputeRotationBetweenUnitVectors ¶C · b2ComputeRotationBetweenUnitVectorsSource · box2d.odin:111
Compute the rotation between two unit vectors
ComputeSegmentBounds ¶C · b2ComputeSegmentBoundsSource · box2d.odin:114
Compute the bounding box of a transformed line segment
ComputeSegmentDistance ¶C · b2ComputeSegmentDistanceSource · box2d.odin:117
ComputeSegmentDistance :: proc "c" ( p1: [2]f32, q1: [2]f32, p2: [2]f32, q2: [2]f32, ) -> SegmentDistanceResult ---
Compute the distance between two line segments, clamping at the end points if needed.
ComputeShapeDistance ¶
@(require_results) ComputeShapeDistance :: proc "c" ( #by_ptr input: DistanceInput, cache: ^SimplexCache, simplexes: []Simplex, ) -> DistanceOutput {…}
Compute the closest points between two shapes represented as point clouds. b2SimplexCache cache is input/output. On the first call set b2SimplexCache.count to zero. The underlying GJK algorithm may be debugged by passing in debug simplexes and capacity. You may pass in NULL and 0 for these.
ComputeTimeOfImpact ¶C · b2ComputeTimeOfImpactSource · box2d.odin:122
Compute the upper bound on time before two shapes penetrate. Time is represented as a fraction between [0,maxFraction]. This uses a swept separating axis and may miss some intermediate, non-tunneling collisions. If you change the time interval, you should call this function again.
Contact_GetData ¶C · b2Contact_GetDataSource · box2d.odin:796
Contact_GetData :: proc "c" (contactId: ContactId) -> ContactData ---
Get the data for a contact. The manifold may have no points if the contact is not touching.
Contact_IsValid ¶C · b2Contact_IsValidSource · box2d.odin:799
Contact identifier validation. Provides validation for up to 2^32 allocations.
CreateBody ¶C · b2CreateBodySource · box2d.odin:131
Create a rigid body given a definition. No reference to the definition is retained. So you can create the definition on the stack and pass it as a pointer. @code{.c} b2BodyDef bodyDef = b2DefaultBodyDef(); b2BodyId myBodyId = b2CreateBody(myWorldId, &bodyDef); @endcode @warning This function is locked during callbacks.
External examples raylib/box2d
CreateCapsuleShape ¶C · b2CreateCapsuleShapeSource · box2d.odin:137
CreateCapsuleShape :: proc "c" ( bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr capsule: Capsule, ) -> ShapeId ---
Create a capsule shape and attach it to a body. The shape definition and geometry are fully cloned. Contacts are not created until the next time step. @return the shape id for accessing the shape, this will be b2_nullShapeId if the length is too small.
CreateChain ¶C · b2CreateChainSource · box2d.odin:141
Create a chain shape @see b2ChainDef for details
CreateChainSegmentShape ¶C · b2CreateChainSegmentShapeSource · box2d.odin:148
CreateChainSegmentShape :: proc "c" ( bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr chainSegment: ChainSegment, ) -> ShapeId ---
Create a chain segment shape and attach it to a body. The shape definition and geometry are fully cloned. The segment is not owned by any chain shape (b2Shape_GetParentChain returns b2_nullChainId). Contacts are not created until the next time step. The chainId on the segment is ignored. This uses more memory than using a chain shape, so I don't recommend using this. @return the shape id, or b2_nullShapeId if the segment is too short.
CreateCircleShape ¶C · b2CreateCircleShapeSource · box2d.odin:153
CreateCircleShape :: proc "c" ( bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr circle: Circle, ) -> ShapeId ---
Create a circle shape and attach it to a body. The shape definition and geometry are fully cloned. Contacts are not created until the next time step. @return the shape id for accessing the shape
CreateDistanceJoint ¶C · b2CreateDistanceJointSource · box2d.odin:157
CreateDistanceJoint :: proc "c" (worldId: WorldId, #by_ptr def: DistanceJointDef) -> JointId ---
Create a distance joint @see b2DistanceJointDef for details
CreateDynamicTree ¶C · b2CreateDynamicTreeSource · box2d.odin:160
CreateDynamicTree :: proc "c" (proxyCapacity: i32) -> ^DynamicTree ---
Constructing the tree initializes the node pool.
CreateFilterJoint ¶C · b2CreateFilterJointSource · box2d.odin:164
CreateFilterJoint :: proc "c" (worldId: WorldId, #by_ptr def: FilterJointDef) -> JointId ---
Create a filter joint. @see b2FilterJointDef for details
CreateMotorJoint ¶C · b2CreateMotorJointSource · box2d.odin:168
CreateMotorJoint :: proc "c" (worldId: WorldId, #by_ptr def: MotorJointDef) -> JointId ---
Create a motor joint @see b2MotorJointDef for details
CreateMoverJoint ¶C · b2CreateMoverJointSource · box2d.odin:172
CreateMoverJoint :: proc "c" (worldId: WorldId, #by_ptr def: MoverJointDef) -> JointId ---
Create a mover joint @see b2MoverJointDef for details
CreatePogoJoint ¶C · b2CreatePogoJointSource · box2d.odin:176
CreatePogoJoint :: proc "c" (worldId: WorldId, #by_ptr def: PogoJointDef) -> JointId ---
Create a pogo joint @see b2PogoJointDef for details
CreatePolygonShape ¶C · b2CreatePolygonShapeSource · box2d.odin:181
CreatePolygonShape :: proc "c" ( bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr polygon: Polygon, ) -> ShapeId ---
Create a polygon shape and attach it to a body. The shape definition and geometry are fully cloned. Contacts are not created until the next time step. @return the shape id for accessing the shape
External examples raylib/box2d
CreatePrismaticJoint ¶C · b2CreatePrismaticJointSource · box2d.odin:185
CreatePrismaticJoint :: proc "c" (worldId: WorldId, #by_ptr def: PrismaticJointDef) -> JointId ---
Create a prismatic (slider) joint. @see b2PrismaticJointDef for details
CreateRecording ¶C · b2CreateRecordingSource · box2d.odin:190
Create a recording buffer. The buffer grows on demand. @p byteCapacity pre-sizes it to avoid reallocations during a known-length session. Pass 0 for a small default. @return A recording handle, freed with b2DestroyRecording
CreateRecordingFromFile ¶C · b2CreateRecordingFromFileSource · box2d.odin:195
Load a recording from a file into a new recording buffer. Convenience wrapper over your own file I/O. Destroy the result with b2DestroyRecording. @return NULL if the file is missing or unreadable
CreateReplay ¶C · b2CreateReplaySource · box2d.odin:203
Open a recording for incremental playback and replay up to the first step. The player copies the bytes, so you may free or destroy the source buffer immediately after this call. @param data Recorded bytes @param size Number of recorded bytes @param workerCount Worker count for the replay world. 0 uses the serial single-worker fallback. @return A player handle, or NULL if the recording is malformed
CreateRevoluteJoint ¶C · b2CreateRevoluteJointSource · box2d.odin:207
CreateRevoluteJoint :: proc "c" (worldId: WorldId, #by_ptr def: RevoluteJointDef) -> JointId ---
Create a revolute joint @see b2RevoluteJointDef for details
CreateSegmentShape ¶C · b2CreateSegmentShapeSource · box2d.odin:212
CreateSegmentShape :: proc "c" ( bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr segment: Segment, ) -> ShapeId ---
Create a line segment shape and attach it to a body. The shape definition and geometry are fully cloned. Contacts are not created until the next time step. @return the shape id or b2_nullShapeId if the segment is too short.
CreateTreeProxy ¶C · b2CreateTreeProxySource · box2d.odin:215
CreateTreeProxy :: proc "c" ( tree: ^DynamicTree, aabb: AABB, categoryBits: u64, userData: u64, ) -> i32 ---
Create a proxy. Provide an AABB and a userData value.
CreateWeldJoint ¶C · b2CreateWeldJointSource · box2d.odin:219
CreateWeldJoint :: proc "c" (worldId: WorldId, #by_ptr def: WeldJointDef) -> JointId ---
Create a weld joint @see b2WeldJointDef for details
CreateWheelJoint ¶C · b2CreateWheelJointSource · box2d.odin:223
CreateWheelJoint :: proc "c" (worldId: WorldId, #by_ptr def: WheelJointDef) -> JointId ---
Create a wheel joint @see b2WheelJointDef for details
CreateWorld ¶C · b2CreateWorldSource · box2d.odin:229
Create a world for rigid body simulation. A world contains bodies, shapes, and constraints. You may create up to B2_MAX_WORLDS worlds. Each world is completely independent and may be simulated in parallel. @return the world id.
External examples raylib/box2d
CreateWorldFromSnapshot ¶C · b2CreateWorldFromSnapshotSource · box2d.odin:237
Create a new world from a snapshot image. This is mainly useful for replay. Callbacks are reset to default. @param image A snapshot image produced by b2World_GetSnapshot @param size Size of image in bytes @param workerCount Worker count for the new world. 0 uses the serial single-worker fallback. @return The new world id, or b2_nullWorldId on failure.
Cross ¶
Vector cross product. In 2D this yields a scalar.
CrossSV ¶
Perform the cross product on a scalar and a vector. In 2D this produces a vector.
CrossVS ¶
Perform the cross product on a vector and a scalar. In 2D this produces a vector.
DefaultBodyDef ¶C · b2DefaultBodyDefSource · box2d.odin:240
DefaultBodyDef :: proc "c" () -> BodyDef ---
Use this to initialize your body definition
External examples raylib/box2d
DefaultChainDef ¶C · b2DefaultChainDefSource · box2d.odin:243
DefaultChainDef :: proc "c" () -> ChainDef ---
Use this to initialize your chain definition
DefaultDebugDraw ¶C · b2DefaultDebugDrawSource · box2d.odin:247
DefaultDebugDraw :: proc "c" () -> DebugDraw ---
Use this to initialize your drawing interface. This allows you to implement a subset of the drawing functions.
DefaultDistanceJointDef ¶C · b2DefaultDistanceJointDefSource · box2d.odin:250
DefaultDistanceJointDef :: proc "c" () -> DistanceJointDef ---
Use this to initialize your joint definition
DefaultExplosionDef ¶C · b2DefaultExplosionDefSource · box2d.odin:253
DefaultExplosionDef :: proc "c" () -> ExplosionDef ---
Use this to initialize your explosion definition
DefaultFilter ¶C · b2DefaultFilterSource · box2d.odin:256
DefaultFilter :: proc "c" () -> Filter ---
Use this to initialize your filter
DefaultFilterJointDef ¶C · b2DefaultFilterJointDefSource · box2d.odin:259
DefaultFilterJointDef :: proc "c" () -> FilterJointDef ---
Use this to initialize your joint definition
DefaultMotorJointDef ¶C · b2DefaultMotorJointDefSource · box2d.odin:262
DefaultMotorJointDef :: proc "c" () -> MotorJointDef ---
Use this to initialize your joint definition
DefaultMoverJointDef ¶C · b2DefaultMoverJointDefSource · box2d.odin:265
DefaultMoverJointDef :: proc "c" () -> MoverJointDef ---
Use this to initialize your joint definition
DefaultPogoJointDef ¶C · b2DefaultPogoJointDefSource · box2d.odin:268
DefaultPogoJointDef :: proc "c" () -> PogoJointDef ---
Use this to initialize your joint definition
DefaultPrismaticJointDef ¶C · b2DefaultPrismaticJointDefSource · box2d.odin:271
DefaultPrismaticJointDef :: proc "c" () -> PrismaticJointDef ---
Use this to initialize your joint definition
DefaultQueryFilter ¶C · b2DefaultQueryFilterSource · box2d.odin:274
DefaultQueryFilter :: proc "c" () -> QueryFilter ---
Use this to initialize your query filter
DefaultRevoluteJointDef ¶C · b2DefaultRevoluteJointDefSource · box2d.odin:277
DefaultRevoluteJointDef :: proc "c" () -> RevoluteJointDef ---
Use this to initialize your joint definition.
DefaultShapeDef ¶C · b2DefaultShapeDefSource · box2d.odin:280
DefaultShapeDef :: proc "c" () -> ShapeDef ---
Use this to initialize your shape definition
External examples raylib/box2d
DefaultSurfaceMaterial ¶C · b2DefaultSurfaceMaterialSource · box2d.odin:283
DefaultSurfaceMaterial :: proc "c" () -> SurfaceMaterial ---
Use this to initialize your surface material
DefaultWeldJointDef ¶C · b2DefaultWeldJointDefSource · box2d.odin:286
DefaultWeldJointDef :: proc "c" () -> WeldJointDef ---
Use this to initialize your joint definition
DefaultWheelJointDef ¶C · b2DefaultWheelJointDefSource · box2d.odin:289
DefaultWheelJointDef :: proc "c" () -> WheelJointDef ---
Use this to initialize your joint definition
DefaultWorldDef ¶C · b2DefaultWorldDefSource · box2d.odin:292
DefaultWorldDef :: proc "c" () -> WorldDef ---
Use this to initialize your world definition
External examples raylib/box2d
DestroyBody ¶C · b2DestroyBodySource · box2d.odin:296
DestroyBody :: proc "c" (bodyId: BodyId) ---
Destroy a rigid body given an id. This destroys all shapes and joints attached to the body. Do not keep references to the associated shapes and joints.
DestroyChain ¶C · b2DestroyChainSource · box2d.odin:299
DestroyChain :: proc "c" (chainId: ChainId) ---
Destroy a chain shape
DestroyDynamicTree ¶C · b2DestroyDynamicTreeSource · box2d.odin:302
DestroyDynamicTree :: proc "c" (tree: ^DynamicTree) ---
Destroy the tree, freeing the node pool.
DestroyJoint ¶C · b2DestroyJointSource · box2d.odin:305
DestroyJoint :: proc "c" (jointId: JointId) ---
Destroy a joint.
DestroyRecording ¶C · b2DestroyRecordingSource · box2d.odin:308
DestroyRecording :: proc "c" (recording: ^Recording) ---
Destroy a recording buffer and free its memory.
DestroyReplay ¶C · b2DestroyReplaySource · box2d.odin:311
DestroyReplay :: proc "c" (player: ^Replay) ---
Close a player and free its replay world and file buffer.
DestroyShape ¶C · b2DestroyShapeSource · box2d.odin:316
Destroy a shape. You may defer the body mass update which can improve performance if several shapes on a body are destroyed at once. @see b2Body_UpdateMassFromShapes
DestroyTreeProxy ¶C · b2DestroyTreeProxySource · box2d.odin:319
DestroyTreeProxy :: proc "c" (tree: ^DynamicTree, proxyId: i32) ---
Destroy a proxy. This asserts if the id is invalid.
DestroyWorld ¶C · b2DestroyWorldSource · box2d.odin:322
DestroyWorld :: proc "c" (worldId: WorldId) ---
Destroy a world
Distance ¶
Get the distance between two points
DistanceJoint_EnableLimit ¶C · b2DistanceJoint_EnableLimitSource · box2d.odin:807
Enable joint limit. The limit only works if the joint spring is enabled. Otherwise the joint is rigid and the limit has no effect.
DistanceJoint_EnableMotor ¶C · b2DistanceJoint_EnableMotorSource · box2d.odin:810
Enable/disable the distance joint motor
DistanceJoint_EnableSpring ¶C · b2DistanceJoint_EnableSpringSource · box2d.odin:813
Enable/disable the distance joint spring. When disabled the distance joint is rigid.
DistanceJoint_GetCurrentLength ¶C · b2DistanceJoint_GetCurrentLengthSource · box2d.odin:816
Get the current length of a distance joint
DistanceJoint_GetCurrentMotorForce ¶C · b2DistanceJoint_GetCurrentMotorForceSource · box2d.odin:819
Get the distance joint current motor force, usually in newtons
DistanceJoint_GetLowerLimit ¶C · b2DistanceJoint_GetLowerLimitSource · box2d.odin:822
Get the distance joint minimum length
DistanceJoint_GetMaxMotorForce ¶C · b2DistanceJoint_GetMaxMotorForceSource · box2d.odin:825
Get the distance joint maximum motor force, usually in newtons
DistanceJoint_GetRestLength ¶C · b2DistanceJoint_GetRestLengthSource · box2d.odin:828
Get the rest length of a distance joint
DistanceJoint_GetSpringDampingRatio ¶C · b2DistanceJoint_GetSpringDampingRatioSource · box2d.odin:831
Get the spring damping ratio
DistanceJoint_GetSpringForce ¶C · b2DistanceJoint_GetSpringForceSource · box2d.odin:834
Get the current spring force.
DistanceJoint_GetSpringForceRange ¶C · b2DistanceJoint_GetSpringForceRangeSource · box2d.odin:837
DistanceJoint_GetSpringForceRange :: proc "c" ( jointId: JointId, lowerForce: ^f32, upperForce: ^f32, ) ---
Get the force range for the spring.
DistanceJoint_GetSpringHertz ¶C · b2DistanceJoint_GetSpringHertzSource · box2d.odin:840
Get the spring Hertz
DistanceJoint_GetTargetMotorSpeed ¶C · b2DistanceJoint_GetTargetMotorSpeedSource · box2d.odin:843
Get the distance joint motor speed, usually in meters per second
DistanceJoint_GetUpperLimit ¶C · b2DistanceJoint_GetUpperLimitSource · box2d.odin:846
Get the distance joint maximum length
DistanceJoint_IsLimitEnabled ¶C · b2DistanceJoint_IsLimitEnabledSource · box2d.odin:849
Is the distance joint limit enabled?
DistanceJoint_IsMotorEnabled ¶C · b2DistanceJoint_IsMotorEnabledSource · box2d.odin:852
Is the distance joint motor enabled?
DistanceJoint_IsSpringEnabled ¶C · b2DistanceJoint_IsSpringEnabledSource · box2d.odin:855
Is the distance joint spring enabled?
DistanceJoint_SetLimits ¶C · b2DistanceJoint_SetLimitsSource · box2d.odin:858
Set the minimum and maximum length parameters of a distance joint
DistanceJoint_SetMaxMotorForce ¶C · b2DistanceJoint_SetMaxMotorForceSource · box2d.odin:861
Set the distance joint maximum motor force, usually in newtons
DistanceJoint_SetRestLength ¶C · b2DistanceJoint_SetRestLengthSource · box2d.odin:866
Set the rest length of a distance joint @param jointId The id for a distance joint @param length The new distance joint length
DistanceJoint_SetSpringDampingRatio ¶C · b2DistanceJoint_SetSpringDampingRatioSource · box2d.odin:869
Set the spring damping ratio, non-dimensional
DistanceJoint_SetSpringForceRange ¶C · b2DistanceJoint_SetSpringForceRangeSource · box2d.odin:872
DistanceJoint_SetSpringForceRange :: proc "c" ( jointId: JointId, lowerForce: f32, upperForce: f32, ) ---
Set the force range for the spring.
DistanceJoint_SetSpringHertz ¶C · b2DistanceJoint_SetSpringHertzSource · box2d.odin:875
Set the spring stiffness in Hertz
DistanceJoint_SetTargetMotorSpeed ¶C · b2DistanceJoint_SetTargetMotorSpeedSource · box2d.odin:878
Set the distance joint motor speed, usually in meters per second
DistanceSquared ¶
Get the distance squared between points
Dot ¶
Vector dot product
DynamicTree_CastBox ¶C · b2DynamicTree_CastBoxSource · box2d.odin:893
DynamicTree_CastBox :: proc "c" ( tree: ^DynamicTree, #by_ptr input: BoxCastInput, maskBits: u64, callback: TreeBoxCastCallbackFcn, userContext: rawptr, ) -> TreeStats ---
Cast a swept AABB through the tree. This has performance roughly equal to k * log(n), where k is
the number of collisions and n is the number of proxies in the tree.
@param tree the dynamic tree to cast through
@param input the AABB cast input. The box sweeps from its origin to origin + maxFraction *
translation.
@param maskBits filter bits: bool accept = (maskBits & proxy->categoryBits) != 0;
@param callback a callback that is called for each proxy the swept box may hit
@param context user context that is passed to the callback
@return performance data
DynamicTree_CastRay ¶C · b2DynamicTree_CastRaySource · box2d.odin:907
DynamicTree_CastRay :: proc "c" ( tree: ^DynamicTree, #by_ptr input: RayCastInput, maskBits: u64, callback: TreeRayCastCallbackFcn, userContext: rawptr, ) -> TreeStats ---
Ray cast against the proxies in the tree. This relies on the callback to perform an exact ray cast in the case where the proxy contains a shape. The callback also performs any collision filtering. This has performance roughly equal to k * log(n), where k is the number of collisions and n is the number of proxies in the tree. Bit-wise filtering using mask bits can improve performance in some scenarios. However, this filtering may be approximate, so the user should still apply filtering to results. @param tree the dynamic tree to ray cast @param input the ray cast input data. @param maskBits mask bits used to filter proxies. @param callback a callback that is called for each proxy that is hit by the ray @param context user context that is passed to the callback @return performance data
DynamicTree_GetAreaRatio ¶C · b2DynamicTree_GetAreaRatioSource · box2d.odin:910
DynamicTree_GetAreaRatio :: proc "c" (tree: ^DynamicTree) -> f32 ---
Get the ratio of the sum of the internal node areas to the root area.
DynamicTree_GetByteCount ¶C · b2DynamicTree_GetByteCountSource · box2d.odin:913
DynamicTree_GetByteCount :: proc "c" (tree: ^DynamicTree) -> uint ---
Get the number of bytes used by this tree
DynamicTree_GetCategoryBits ¶C · b2DynamicTree_GetCategoryBitsSource · box2d.odin:916
DynamicTree_GetCategoryBits :: proc "c" (tree: ^DynamicTree, proxyId: i32) -> u64 ---
Get the category bits on a proxy.
DynamicTree_GetHeight ¶C · b2DynamicTree_GetHeightSource · box2d.odin:919
DynamicTree_GetHeight :: proc "c" (tree: ^DynamicTree) -> i32 ---
Get the height of the binary tree.
DynamicTree_GetProxyBounds ¶C · b2DynamicTree_GetProxyBoundsSource · box2d.odin:922
DynamicTree_GetProxyBounds :: proc "c" (tree: ^DynamicTree, proxyId: i32) -> AABB ---
Get the AABB of a proxy
DynamicTree_GetProxyCount ¶C · b2DynamicTree_GetProxyCountSource · box2d.odin:925
DynamicTree_GetProxyCount :: proc "c" (tree: ^DynamicTree) -> i32 ---
Get the number of proxies created
DynamicTree_GetRootBounds ¶C · b2DynamicTree_GetRootBoundsSource · box2d.odin:928
DynamicTree_GetRootBounds :: proc "c" (tree: ^DynamicTree) -> AABB ---
Get the bounding box that contains the entire tree
DynamicTree_GetUserData ¶C · b2DynamicTree_GetUserDataSource · box2d.odin:931
DynamicTree_GetUserData :: proc "c" (tree: ^DynamicTree, proxyId: i32) -> u64 ---
Get proxy user data
DynamicTree_MoveProxy ¶C · b2DynamicTree_MoveProxySource · box2d.odin:934
DynamicTree_MoveProxy :: proc "c" (tree: ^DynamicTree, proxyId: i32, aabb: AABB) ---
Move a proxy to a new AABB by removing and reinserting into the tree.
DynamicTree_OverlapAABB ¶C · b2DynamicTree_OverlapAABBSource · box2d.odin:939
DynamicTree_OverlapAABB :: proc "c" ( tree: ^DynamicTree, aabb: AABB, maskBits: u64, callback: TreeQueryCallbackFcn, userContext: rawptr, ) -> TreeStats ---
Query an AABB for overlapping proxies. The callback is called for each proxy that overlaps the supplied AABB. @return performance data
DynamicTree_OverlapAABBAll ¶C · b2DynamicTree_OverlapAABBAllSource · box2d.odin:944
DynamicTree_OverlapAABBAll :: proc "c" ( tree: ^DynamicTree, aabb: AABB, callback: TreeQueryCallbackFcn, userContext: rawptr, ) -> TreeStats ---
Query an AABB for overlapping proxies. The callback is called for each proxy that overlaps the supplied AABB. No filtering is performed. @return performance data
DynamicTree_SetCategoryBits ¶C · b2DynamicTree_SetCategoryBitsSource · box2d.odin:947
DynamicTree_SetCategoryBits :: proc "c" (tree: ^DynamicTree, proxyId: i32, categoryBits: u64) ---
Modify the category bits on a proxy.
DynamicTree_Validate ¶C · b2DynamicTree_ValidateSource · box2d.odin:950
DynamicTree_Validate :: proc "c" (tree: ^DynamicTree) ---
Validate the tree.
GetByteCount ¶C · b2GetByteCountSource · box2d.odin:325
GetByteCount :: proc "c" () -> uint ---
@return the total bytes allocated by Box2D
GetGraphColor ¶C · b2GetGraphColorSource · box2d.odin:329
Get the visualization color assigned to a constraint graph color slot. The last index (B2_GRAPH_COLOR_COUNT - 1) is the overflow color.
GetInverse22 ¶
Get the inverse of a 2-by-2 matrix
GetLengthAndNormalize ¶
Convert a vector into a unit vector if possible, otherwise returns the zero vector. Also returns the length.
GetLengthUnitsPerMeter ¶C · b2GetLengthUnitsPerMeterSource · box2d.odin:332
GetLengthUnitsPerMeter :: proc "c" () -> f32 ---
Get the current length units per meter.
GetMilliseconds ¶C · b2GetMillisecondsSource · box2d.odin:335
Get the milliseconds passed from an initial tick value.
GetMillisecondsAndReset ¶C · b2GetMillisecondsAndResetSource · box2d.odin:339
Get the milliseconds passed from an initial tick value. Resets the passed in value to the current tick value.
GetSweepTransform ¶C · b2GetSweepTransformSource · box2d.odin:342
Evaluate the transform sweep at a specific time.
GetTicks ¶C · b2GetTicksSource · box2d.odin:345
GetTicks :: proc "c" () -> u64 ---
Get the absolute number of system ticks. The value is platform specific.
GetVersion ¶C · b2GetVersionSource · box2d.odin:348
GetVersion :: proc "c" () -> Version ---
Get the current version of Box2D
HUGE ¶
@(require_results) HUGE :: proc "c" () -> f32 {…}
Used to detect bad values. Positions greater than about 16km will have precision problems in single precision, so 100km as a limit should be fine in all cases.
Hash ¶C · b2HashSource · box2d.odin:351
Simple djb2 hash function for determinism testing
ID_EQUALS ¶
ID_EQUALS :: proc "c" (id1, id2: $T) -> bool {…}
Compare two ids for equality. Doesn't work for WorldId. Don't mix types.
IS_NON_NULL ¶
IS_NON_NULL :: proc "c" (id: $T) -> bool {…}
Macro to determine if any id is non-null.
IntegrateRotation ¶
Integration rotation from angular velocity
@param q1 initial rotation @param deltaAngle the angular displacement in radians
InvMulRot ¶
Transpose multiply two rotations: inv(a) * b This rotates a vector local in frame b into a vector local in frame a
InvMulTransforms ¶
Creates a transform that converts a local point in frame B to a local point in frame A. v2 = A.q' * (B.q * v1 + B.p - A.p) = A.q' * B.q * v1 + A.q' * (B.p - A.p)
InvMulWorldTransforms ¶
Relative transform of frame B in frame A.
InvRotateVector ¶
Inverse rotate a vector
InvTransformPoint ¶
Inverse transform a point (e.g. world space to local space)
InvTransformWorldPoint ¶
Transform a world position to a local point. One double subtraction, then float.
InvertRot ¶
Get the inverse of a rotation
IsAVX2Available ¶C · b2IsAVX2AvailableSource · box2d.odin:354
IsAVX2Available :: proc "c" () -> bool ---
@return true if the current CPU has the AVX2 instruction set.
IsDoublePrecision ¶C · b2IsDoublePrecisionSource · box2d.odin:357
IsDoublePrecision :: proc "c" () -> bool ---
@return true if the library was built with BOX2D_DOUBLE_PRECISION (large world mode)
IsNormalized ¶
Determines if the provided vector is normalized (norm(a) == 1).
IsNormalizedRot ¶
Is this rotation normalized?
IsValidAABB ¶C · b2IsValidAABBSource · box2d.odin:361
Is this a valid bounding box? Not NaN or infinity. Upper bound greater than or equal to lower bound.
IsValidFloat ¶C · b2IsValidFloatSource · box2d.odin:364
Is this a valid number? Not NaN or infinity.
IsValidPlane ¶C · b2IsValidPlaneSource · box2d.odin:367
Is this a valid plane? Normal is a unit vector. Not NaN or infinity.
IsValidPos ¶C · b2IsValidPosSource · box2d.odin:370
Is this a valid world position? Not NaN or infinity.
IsValidRay ¶C · b2IsValidRaySource · box2d.odin:373
IsValidRay :: proc "c" (#by_ptr input: RayCastInput) -> bool ---
Validate ray cast input data (NaN, etc)
IsValidRot ¶C · b2IsValidRotSource · box2d.odin:376
Is this a valid rotation? Not NaN or infinity. Is normalized.
IsValidTransform ¶C · b2IsValidTransformSource · box2d.odin:379
Is this a valid transform? Not NaN or infinity. Rotation is normalized.
IsValidVec2 ¶C · b2IsValidVec2Source · box2d.odin:382
Is this a valid vector? Not NaN or infinity.
IsValidWorldTransform ¶C · b2IsValidWorldTransformSource · box2d.odin:385
Is this a valid world transform? Not NaN or infinity. Rotation is normalized.
Joint_GetAngularSeparation ¶C · b2Joint_GetAngularSeparationSource · box2d.odin:958
Get the current angular separation error for this joint. Does not consider admissible movement. Radians.
Joint_GetBodyA ¶C · b2Joint_GetBodyASource · box2d.odin:961
Get body A id on a joint
Joint_GetBodyB ¶C · b2Joint_GetBodyBSource · box2d.odin:964
Get body B id on a joint
Joint_GetCollideConnected ¶C · b2Joint_GetCollideConnectedSource · box2d.odin:967
Is collision allowed between connected bodies?
Joint_GetConstraintForce ¶C · b2Joint_GetConstraintForceSource · box2d.odin:970
Get the current constraint force for this joint. Usually in Newtons.
Joint_GetConstraintTorque ¶C · b2Joint_GetConstraintTorqueSource · box2d.odin:973
Get the current constraint torque for this joint. Usually in Newton * meters.
Joint_GetConstraintTuning ¶C · b2Joint_GetConstraintTuningSource · box2d.odin:976
Get the joint constraint tuning. Advanced feature.
Joint_GetForceThreshold ¶C · b2Joint_GetForceThresholdSource · box2d.odin:979
Get the force threshold for joint events (Newtons)
Joint_GetLinearSeparation ¶C · b2Joint_GetLinearSeparationSource · box2d.odin:983
Get the current linear separation error for this joint. Does not consider admissible movement. Usually in meters.
Joint_GetLocalFrameA ¶C · b2Joint_GetLocalFrameASource · box2d.odin:986
Get the local frame on bodyA
Joint_GetLocalFrameB ¶C · b2Joint_GetLocalFrameBSource · box2d.odin:989
Get the local frame on bodyB
Joint_GetTorqueThreshold ¶C · b2Joint_GetTorqueThresholdSource · box2d.odin:992
Get the torque threshold for joint events (N-m)
Joint_GetType ¶C · b2Joint_GetTypeSource · box2d.odin:995
Get the joint type
Joint_GetUserData ¶C · b2Joint_GetUserDataSource · box2d.odin:998
Get the user data on a joint
Joint_GetWorld ¶C · b2Joint_GetWorldSource · box2d.odin:1001
Get the world that owns this joint
Joint_IsValid ¶C · b2Joint_IsValidSource · box2d.odin:1004
Joint identifier validation. Provides validation for up to 64K allocations.
Joint_SetCollideConnected ¶C · b2Joint_SetCollideConnectedSource · box2d.odin:1007
Toggle collision between connected bodies
Joint_SetConstraintTuning ¶C · b2Joint_SetConstraintTuningSource · box2d.odin:1013
Set the joint constraint tuning. Advanced feature. @param jointId the joint @param hertz the stiffness in Hertz (cycles per second) @param dampingRatio the non-dimensional damping ratio (one for critical damping)
Joint_SetForceThreshold ¶C · b2Joint_SetForceThresholdSource · box2d.odin:1016
Set the force threshold for joint events (Newtons)
Joint_SetLocalFrameA ¶C · b2Joint_SetLocalFrameASource · box2d.odin:1019
Set the local frame on bodyA
Joint_SetLocalFrameB ¶C · b2Joint_SetLocalFrameBSource · box2d.odin:1022
Set the local frame on bodyB
Joint_SetTorqueThreshold ¶C · b2Joint_SetTorqueThresholdSource · box2d.odin:1025
Set the torque threshold for joint events (N-m)
Joint_SetUserData ¶C · b2Joint_SetUserDataSource · box2d.odin:1028
Set the user data on a joint
Joint_WakeBodies ¶C · b2Joint_WakeBodiesSource · box2d.odin:1031
Joint_WakeBodies :: proc "c" (jointId: JointId) ---
Wake the bodies connected to this joint
LINEAR_SLOP ¶
@(require_results) LINEAR_SLOP :: proc "c" () -> f32 {…}
A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant. In meters. Normally this is 0.5cm. @warning modifying this can have a significant impact on stability
LeftPerp ¶
Get a left pointing perpendicular vector. Equivalent to b2CrossSV(1, v)
Length ¶
Get the length of this vector (the norm)
LengthSquared ¶
Get the length squared of this vector
Lerp ¶
Vector linear interpolation https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
LerpPos ¶
World position interpolation for sweeps and sampling.
LoadBodyId ¶
Load a u64 into a body id.
LoadChainId ¶
Load a u64 into a chain id.
LoadContactId ¶
Load a contact id.
LoadJointId ¶
Load a u64 into a joint id.
LoadShapeId ¶
Load a u64 into a shape id.
LoadWorldId ¶
Load a u32 into a world id.
MAX_AABB_MARGIN ¶
@(require_results) MAX_AABB_MARGIN :: proc "c" () -> f32 {…}
This is used to fatten AABBs in the dynamic tree. This allows proxies to move by a small amount without triggering a tree adjustment. This is in meters. Normally this is 5cm.
MakeAABB ¶
Compute the bounding box of an array of circles
MakeBox ¶C · b2MakeBoxSource · box2d.odin:390
Make a box (rectangle) polygon, bypassing the need for a convex hull. @param halfWidth the half-width (x-axis) @param halfHeight the half-height (y-axis)
External examples raylib/box2d
MakeOffsetBox ¶C · b2MakeOffsetBoxSource · box2d.odin:397
MakeOffsetBox :: proc "c" ( halfWidth: f32, halfHeight: f32, center: [2]f32, rotation: Rot, ) -> Polygon ---
Make an offset box, bypassing the need for a convex hull. @param halfWidth the half-width (x-axis) @param halfHeight the half-height (y-axis) @param center the local center of the box @param rotation the local rotation of the box
MakeOffsetPolygon ¶C · b2MakeOffsetPolygonSource · box2d.odin:401
Make an offset convex polygon from a convex hull. This will assert if the hull is not valid. @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
MakeOffsetProxy ¶
@(require_results) MakeOffsetProxy :: proc "c" ( points: [][2]f32, radius: f32, position: [2]f32, rotation: Rot, ) -> ShapeProxy {…}
Make a proxy with a transform. This is a deep copy of the points.
MakeOffsetRoundedBox ¶C · b2MakeOffsetRoundedBoxSource · box2d.odin:409
MakeOffsetRoundedBox :: proc "c" ( halfWidth: f32, halfHeight: f32, center: [2]f32, rotation: Rot, radius: f32, ) -> Polygon ---
Make an offset rounded box, bypassing the need for a convex hull. @param halfWidth the half-width (x-axis) @param halfHeight the half-height (y-axis) @param center the local center of the box @param rotation the local rotation of the box @param radius the radius of the rounded extension
MakeOffsetRoundedPolygon ¶C · b2MakeOffsetRoundedPolygonSource · box2d.odin:414
MakeOffsetRoundedPolygon :: proc "c" ( #by_ptr hull: Hull, position: [2]f32, rotation: Rot, radius: f32, ) -> Polygon ---
Make an offset convex polygon from a convex hull with a radius. This will assert if the hull is not valid. @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
MakePolygon ¶C · b2MakePolygonSource · box2d.odin:418
Make a convex polygon from a convex hull. This will assert if the hull is not valid. @warning Do not manually fill in the hull data, it must come directly from b2ComputeHull
MakeProxy ¶
@(require_results) MakeProxy :: proc "c" (points: [][2]f32, radius: f32) -> ShapeProxy {…}
Make a proxy for use in overlap, shape cast, and related functions. This is a deep copy of the points.
MakeRot ¶
Make a rotation using an angle in radians
MakeRotFromUnitVector ¶
Make a rotation using a unit vector
MakeRoundedBox ¶C · b2MakeRoundedBoxSource · box2d.odin:424
Make a rounded box, bypassing the need for a convex hull. @param halfWidth the half-width (x-axis) @param halfHeight the half-height (y-axis) @param radius the radius of the rounded extension
MakeSquare ¶C · b2MakeSquareSource · box2d.odin:428
Make a square polygon, bypassing the need for a convex hull. @param halfWidth the half-width
MakeWorldTransform ¶
Promote a float transform to a world transform. Lossless.
Max ¶
Component-wise maximum vector
MaxFloat ¶
@(deprecated="Prefer the built-in 'max(a, b)'") @(require_results) MaxFloat :: proc "c" (a, b: f32) -> f32 {…}
@return the maximum of two floats
MaxInt ¶
@(deprecated="Prefer the built-in 'max(a, b)'") @(require_results) MaxInt :: proc "c" (a, b: i32) -> i32 {…}
@return the maximum of two integers
Min ¶
Component-wise minimum vector
MinFloat ¶
@(deprecated="Prefer the built-in 'min(a, b)'") @(require_results) MinFloat :: proc "c" (a, b: f32) -> f32 {…}
@return the minimum of two floats
MinInt ¶
@(deprecated="Prefer the built-in 'min(a, b)'") @(require_results) MinInt :: proc "c" (a, b: i32) -> i32 {…}
@return the minimum of two integers
MotorJoint_GetAngularDampingRatio ¶C · b2MotorJoint_GetAngularDampingRatioSource · box2d.odin:1038
Get the spring angular damping ratio.
MotorJoint_GetAngularHertz ¶C · b2MotorJoint_GetAngularHertzSource · box2d.odin:1041
Get the spring angular hertz stiffness
MotorJoint_GetAngularVelocity ¶C · b2MotorJoint_GetAngularVelocitySource · box2d.odin:1044
Get the desired relative angular velocity in radians per second
MotorJoint_GetLinearDampingRatio ¶C · b2MotorJoint_GetLinearDampingRatioSource · box2d.odin:1047
Get the spring linear damping ratio.
MotorJoint_GetLinearHertz ¶C · b2MotorJoint_GetLinearHertzSource · box2d.odin:1050
Get the spring linear hertz stiffness
MotorJoint_GetLinearVelocity ¶C · b2MotorJoint_GetLinearVelocitySource · box2d.odin:1053
Get the desired relative linear velocity in meters per second
MotorJoint_GetMaxSpringForce ¶C · b2MotorJoint_GetMaxSpringForceSource · box2d.odin:1056
Get the maximum spring force in newtons.
MotorJoint_GetMaxSpringTorque ¶C · b2MotorJoint_GetMaxSpringTorqueSource · box2d.odin:1059
Get the maximum spring torque in newtons * meters
MotorJoint_GetMaxVelocityForce ¶C · b2MotorJoint_GetMaxVelocityForceSource · box2d.odin:1062
Get the motor joint maximum force, usually in newtons
MotorJoint_GetMaxVelocityTorque ¶C · b2MotorJoint_GetMaxVelocityTorqueSource · box2d.odin:1065
Get the motor joint maximum torque, usually in newton-meters
MotorJoint_SetAngularDampingRatio ¶C · b2MotorJoint_SetAngularDampingRatioSource · box2d.odin:1068
Set the spring angular damping ratio. Use 1.0 for critical damping.
MotorJoint_SetAngularHertz ¶C · b2MotorJoint_SetAngularHertzSource · box2d.odin:1071
Set the spring angular hertz stiffness
MotorJoint_SetAngularVelocity ¶C · b2MotorJoint_SetAngularVelocitySource · box2d.odin:1074
Set the desired relative angular velocity in radians per second
MotorJoint_SetLinearDampingRatio ¶C · b2MotorJoint_SetLinearDampingRatioSource · box2d.odin:1077
Set the spring linear damping ratio. Use 1.0 for critical damping.
MotorJoint_SetLinearHertz ¶C · b2MotorJoint_SetLinearHertzSource · box2d.odin:1080
Set the spring linear hertz stiffness
MotorJoint_SetLinearVelocity ¶C · b2MotorJoint_SetLinearVelocitySource · box2d.odin:1083
Set the desired relative linear velocity in meters per second
MotorJoint_SetMaxSpringForce ¶C · b2MotorJoint_SetMaxSpringForceSource · box2d.odin:1086
Set the maximum spring force in newtons.
MotorJoint_SetMaxSpringTorque ¶C · b2MotorJoint_SetMaxSpringTorqueSource · box2d.odin:1089
Set the maximum spring torque in newtons * meters
MotorJoint_SetMaxVelocityForce ¶C · b2MotorJoint_SetMaxVelocityForceSource · box2d.odin:1092
Set the motor joint maximum force, usually in newtons
MotorJoint_SetMaxVelocityTorque ¶C · b2MotorJoint_SetMaxVelocityTorqueSource · box2d.odin:1095
Set the motor joint maximum torque, usually in newton-meters
MoverJoint_GetLinearVelocity ¶C · b2MoverJoint_GetLinearVelocitySource · box2d.odin:1102
Get the desired relative linear velocity in meters per second
MoverJoint_GetMaxVelocityForce ¶C · b2MoverJoint_GetMaxVelocityForceSource · box2d.odin:1105
Get the joint maximum force, usually in newtons
MoverJoint_SetLinearVelocity ¶C · b2MoverJoint_SetLinearVelocitySource · box2d.odin:1108
Set the desired relative linear velocity in meters per second
MoverJoint_SetMaxVelocityForce ¶C · b2MoverJoint_SetMaxVelocityForceSource · box2d.odin:1111
Set the joint maximum force, usually in newtons
Mul ¶
@(deprecated="Prefer 'a * b'") @(require_results) Mul :: proc "c" (a, b: [2]f32) -> [2]f32 {…}
Component-wise multiplication
MulAdd ¶
@(deprecated="Prefer 'a + s * b'") @(require_results) MulAdd :: proc "c" (a: [2]f32, s: f32, b: [2]f32) -> [2]f32 {…}
a + s * b
MulMV ¶
@(deprecated="Prefer 'A * v'") @(require_results) MulMV :: proc "c" (A: matrix[2, 2]f32, v: [2]f32) -> [2]f32 {…}
Multiply a 2-by-2 matrix times a 2D vector
MulRot ¶
Multiply two rotations: q * r
MulSV ¶
@(deprecated="Prefer 's * v'") @(require_results) MulSV :: proc "c" (s: f32, v: [2]f32) -> [2]f32 {…}
Multiply a scalar and vector
MulSub ¶
@(deprecated="Prefer 'a - s * b'") @(require_results) MulSub :: proc "c" (a: [2]f32, s: f32, b: [2]f32) -> [2]f32 {…}
a - s * b
MulTransforms ¶
Multiply two transforms. If the result is applied to a point p local to frame B, the transform would first convert p to a point local to frame A, then into a point in the world frame. v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
MulWorldTransforms ¶
Convert a local transform B into world space using world transform A.
Neg ¶
@(deprecated="Prefer '-a'") @(require_results) Neg :: proc "c" (a: [2]f32) -> [2]f32 {…}
Vector negation
Normalize ¶
Convert a vector into a unit vector if possible, otherwise returns the zero vector.
NormalizeRot ¶
Normalize rotation
OffsetPos ¶
p + d
PlaneSeparation ¶
Signed separation of a point from a plane
PogoJoint_GetCurrentLength ¶C · b2PogoJoint_GetCurrentLengthSource · box2d.odin:1118
Get the current length of the pogo.
PogoJoint_GetCurrentSpeed ¶C · b2PogoJoint_GetCurrentSpeedSource · box2d.odin:1121
Get the internal pogo velocity.
PogoJoint_GetImpulse ¶C · b2PogoJoint_GetImpulseSource · box2d.odin:1124
Get the internal pogo impulse.
PogoJoint_GetRestLength ¶C · b2PogoJoint_GetRestLengthSource · box2d.odin:1127
Get the rest length of a pogo joint
PogoJoint_GetSpringDampingRatio ¶C · b2PogoJoint_GetSpringDampingRatioSource · box2d.odin:1130
Get the spring damping ratio
PogoJoint_GetSpringHertz ¶C · b2PogoJoint_GetSpringHertzSource · box2d.odin:1133
Get the spring Hertz
PogoJoint_SetRestLength ¶C · b2PogoJoint_SetRestLengthSource · box2d.odin:1138
Set the rest length of a pogo joint @param jointId The id for a pogo joint @param length The new pogo joint length
PogoJoint_SetSpringDampingRatio ¶C · b2PogoJoint_SetSpringDampingRatioSource · box2d.odin:1141
Set the spring damping ratio, non-dimensional
PogoJoint_SetSpringHertz ¶C · b2PogoJoint_SetSpringHertzSource · box2d.odin:1144
Set the spring stiffness in Hertz
PointInCapsule ¶C · b2PointInCapsuleSource · box2d.odin:431
Test a point for overlap with a capsule in local space
PointInCircle ¶C · b2PointInCircleSource · box2d.odin:434
Test a point for overlap with a circle in local space
PointInPolygon ¶C · b2PointInPolygonSource · box2d.odin:437
Test a point for overlap with a convex polygon in local space
PrismaticJoint_EnableLimit ¶C · b2PrismaticJoint_EnableLimitSource · box2d.odin:1151
Enable/disable a prismatic joint limit
PrismaticJoint_EnableMotor ¶C · b2PrismaticJoint_EnableMotorSource · box2d.odin:1154
Enable/disable a prismatic joint motor
PrismaticJoint_EnableSpring ¶C · b2PrismaticJoint_EnableSpringSource · box2d.odin:1157
Enable/disable the joint spring.
PrismaticJoint_GetCurrentMotorForce ¶C · b2PrismaticJoint_GetCurrentMotorForceSource · box2d.odin:1160
Get the prismatic joint current motor force, usually in newtons
PrismaticJoint_GetCurrentSpeed ¶C · b2PrismaticJoint_GetCurrentSpeedSource · box2d.odin:1163
Get the current joint translation velocity, usually in meters per second.
PrismaticJoint_GetCurrentTranslation ¶C · b2PrismaticJoint_GetCurrentTranslationSource · box2d.odin:1166
Get the current joint translation, usually in meters.
PrismaticJoint_GetLowerLimit ¶C · b2PrismaticJoint_GetLowerLimitSource · box2d.odin:1169
Get the prismatic joint lower limit
PrismaticJoint_GetMaxMotorForce ¶C · b2PrismaticJoint_GetMaxMotorForceSource · box2d.odin:1172
Get the prismatic joint maximum motor force, usually in newtons
PrismaticJoint_GetSpringDampingRatio ¶C · b2PrismaticJoint_GetSpringDampingRatioSource · box2d.odin:1175
Get the prismatic spring damping ratio (non-dimensional)
PrismaticJoint_GetSpringHertz ¶C · b2PrismaticJoint_GetSpringHertzSource · box2d.odin:1178
Get the prismatic joint stiffness in Hertz
PrismaticJoint_GetTargetMotorSpeed ¶C · b2PrismaticJoint_GetTargetMotorSpeedSource · box2d.odin:1181
Get the prismatic joint motor speed, usually in meters per second
PrismaticJoint_GetTargetTranslation ¶C · b2PrismaticJoint_GetTargetTranslationSource · box2d.odin:1184
Get the prismatic joint spring target translation, usually in meters
PrismaticJoint_GetUpperLimit ¶C · b2PrismaticJoint_GetUpperLimitSource · box2d.odin:1187
Get the prismatic joint upper limit
PrismaticJoint_IsLimitEnabled ¶C · b2PrismaticJoint_IsLimitEnabledSource · box2d.odin:1190
Is the prismatic joint limit enabled?
PrismaticJoint_IsMotorEnabled ¶C · b2PrismaticJoint_IsMotorEnabledSource · box2d.odin:1193
Is the prismatic joint motor enabled?
PrismaticJoint_IsSpringEnabled ¶C · b2PrismaticJoint_IsSpringEnabledSource · box2d.odin:1196
Is the prismatic joint spring enabled or not?
PrismaticJoint_SetLimits ¶C · b2PrismaticJoint_SetLimitsSource · box2d.odin:1199
Set the prismatic joint limits
PrismaticJoint_SetMaxMotorForce ¶C · b2PrismaticJoint_SetMaxMotorForceSource · box2d.odin:1202
Set the prismatic joint maximum motor force, usually in newtons
PrismaticJoint_SetSpringDampingRatio ¶C · b2PrismaticJoint_SetSpringDampingRatioSource · box2d.odin:1205
Set the prismatic joint damping ratio (non-dimensional)
PrismaticJoint_SetSpringHertz ¶C · b2PrismaticJoint_SetSpringHertzSource · box2d.odin:1210
Set the prismatic joint stiffness in Hertz. This should usually be less than a quarter of the simulation rate. For example, if the simulation runs at 60Hz then the joint stiffness should be 15Hz or less.
PrismaticJoint_SetTargetMotorSpeed ¶C · b2PrismaticJoint_SetTargetMotorSpeedSource · box2d.odin:1213
Set the prismatic joint motor speed, usually in meters per second
PrismaticJoint_SetTargetTranslation ¶C · b2PrismaticJoint_SetTargetTranslationSource · box2d.odin:1216
Set the prismatic joint spring target translation, usually in meters
Recording_GetData ¶C · b2Recording_GetDataSource · box2d.odin:1224
Get a pointer to the recorded bytes, for saving to a file or transmitting. Valid until the next recording call or b2DestroyRecording.
Recording_GetSize ¶C · b2Recording_GetSizeSource · box2d.odin:1227
Get the number of recorded bytes.
Recording_SaveToFile ¶C · b2Recording_SaveToFileSource · box2d.odin:1231
Save a recording buffer to a file. Convenience wrapper over your own file I/O. @return false if the file could not be written
RelativeAngle ¶
The angle of rotation b relative to rotation a. Radians.
Replay_DrawFrameQueries ¶C · b2Replay_DrawFrameQueriesSource · box2d.odin:1242
Draw spatial queries recorded during the most recently replayed frame. Call after b2World_Draw so queries are layered on top of the world. @param player A valid player handle @param draw Debug draw callbacks. NULL draw function pointers are skipped. @param queryIndex Index into the frame's queries to draw, or -1 to draw all of them.
Replay_GetBodyCount ¶C · b2Replay_GetBodyCountSource · box2d.odin:1246
Get the number of body slots tracked for the outliner. This is the creation-order span and includes holes for destroyed bodies, so it only grows as the replay advances.
Replay_GetBodyId ¶C · b2Replay_GetBodyIdSource · box2d.odin:1250
Get a tracked body by creation ordinal. Returns b2_nullBodyId for a destroyed slot, an ordinal not yet reached at the current frame, or an out-of-range index. Validate with b2Body_IsValid.
Replay_GetDivergeFrame ¶C · b2Replay_GetDivergeFrameSource · box2d.odin:1253
Get the first step at which replay diverged, or -1 if it has not diverged.
Replay_GetFrame ¶C · b2Replay_GetFrameSource · box2d.odin:1256
Get the number of steps replayed so far.
Replay_GetFrameQuery ¶C · b2Replay_GetFrameQuerySource · box2d.odin:1259
Replay_GetFrameQuery :: proc "c" (player: ^Replay, index: i32) -> ReplayQueryInfo ---
Get a recorded query from the most recently replayed frame by index.
Replay_GetFrameQueryCount ¶C · b2Replay_GetFrameQueryCountSource · box2d.odin:1262
Get the number of spatial queries recorded for the most recently replayed frame.
Replay_GetFrameQueryHit ¶C · b2Replay_GetFrameQueryHitSource · box2d.odin:1265
Replay_GetFrameQueryHit :: proc "c" ( player: ^Replay, queryIndex: i32, hitIndex: i32, ) -> ReplayQueryHit ---
Get one result of a recorded query from the most recently replayed frame.
Replay_GetInfo ¶C · b2Replay_GetInfoSource · box2d.odin:1268
Replay_GetInfo :: proc "c" (player: ^Replay) -> ReplayInfo ---
Get static metadata for the recording (frame count, recorded tuning, time).
Replay_GetKeyframeBudget ¶C · b2Replay_GetKeyframeBudgetSource · box2d.odin:1271
Get the keyframe memory budget in bytes.
Replay_GetKeyframeBytes ¶C · b2Replay_GetKeyframeBytesSource · box2d.odin:1274
Get the memory currently held by keyframe snapshots, in bytes.
Replay_GetKeyframeInterval ¶C · b2Replay_GetKeyframeIntervalSource · box2d.odin:1278
Get the current keyframe spacing in frames. Starts at the min interval and doubles as the ring evicts to stay under budget, so it reflects the effective backward-seek granularity right now.
Replay_GetKeyframeMinInterval ¶C · b2Replay_GetKeyframeMinIntervalSource · box2d.odin:1281
Get the finest keyframe spacing in frames.
Replay_GetWorldId ¶C · b2Replay_GetWorldIdSource · box2d.odin:1284
Get the id of the replayed world.
Replay_HasDiverged ¶C · b2Replay_HasDivergedSource · box2d.odin:1287
Returns true if a recorded state hash failed to reproduce, meaning replay diverged.
Replay_IsAtEnd ¶C · b2Replay_IsAtEndSource · box2d.odin:1290
Returns true once the end of the recording has been reached.
Replay_Restart ¶C · b2Replay_RestartSource · box2d.odin:1293
Replay_Restart :: proc "c" (player: ^Replay) ---
Rewind the player to the first step, recreating the replay world from the file.
Replay_SeekFrame ¶C · b2Replay_SeekFrameSource · box2d.odin:1297
Seek to a recorded step. Seeking backward rewinds and re-runs from the nearest keyframe. Clamps to the recording bounds.
Replay_SetKeyframePolicy ¶C · b2Replay_SetKeyframePolicySource · box2d.odin:1304
Replay_SetKeyframePolicy :: proc "c" ( player: ^Replay, budgetBytes: uint, minIntervalFrames: i32, ) ---
Tune the keyframe ring used to speed up backward seeking. A keyframe is a periodic snapshot the player restores from instead of replaying from the start, trading memory for seek speed. @param player the recording player @param budgetBytes Memory cap for the kept snapshots. The spacing widens to stay under it. @param minIntervalFrames Finest spacing between keyframes, in frames.
Replay_StepFrame ¶C · b2Replay_StepFrameSource · box2d.odin:1308
Advance the replay by one recorded step. @return true if a step executed, false once the end of the recording is reached
RevoluteJoint_EnableLimit ¶C · b2RevoluteJoint_EnableLimitSource · box2d.odin:1315
Enable/disable the revolute joint limit
RevoluteJoint_EnableMotor ¶C · b2RevoluteJoint_EnableMotorSource · box2d.odin:1318
Enable/disable a revolute joint motor
RevoluteJoint_EnableSpring ¶C · b2RevoluteJoint_EnableSpringSource · box2d.odin:1321
Enable/disable the revolute joint spring
RevoluteJoint_GetCurrentAngle ¶C · b2RevoluteJoint_GetCurrentAngleSource · box2d.odin:1325
Get the revolute joint current angle in radians. This is the relative rotation of the joint frames.
RevoluteJoint_GetCurrentMotorTorque ¶C · b2RevoluteJoint_GetCurrentMotorTorqueSource · box2d.odin:1328
Get the revolute joint current motor torque, usually in newton-meters
RevoluteJoint_GetCurrentSpeed ¶C · b2RevoluteJoint_GetCurrentSpeedSource · box2d.odin:1331
Get the current revolute joint motor speed in radians per second
RevoluteJoint_GetLowerLimit ¶C · b2RevoluteJoint_GetLowerLimitSource · box2d.odin:1334
Get the revolute joint lower limit in radians
RevoluteJoint_GetMaxMotorTorque ¶C · b2RevoluteJoint_GetMaxMotorTorqueSource · box2d.odin:1337
Get the revolute joint maximum motor torque, usually in newton-meters
RevoluteJoint_GetSpringDampingRatio ¶C · b2RevoluteJoint_GetSpringDampingRatioSource · box2d.odin:1340
Get the revolute joint spring damping ratio, non-dimensional
RevoluteJoint_GetSpringHertz ¶C · b2RevoluteJoint_GetSpringHertzSource · box2d.odin:1343
Get the revolute joint spring stiffness in Hertz
RevoluteJoint_GetTargetAngle ¶C · b2RevoluteJoint_GetTargetAngleSource · box2d.odin:1346
Get the revolute joint spring target angle, radians
RevoluteJoint_GetTargetMotorSpeed ¶C · b2RevoluteJoint_GetTargetMotorSpeedSource · box2d.odin:1349
Get the revolute joint motor speed in radians per second
RevoluteJoint_GetUpperLimit ¶C · b2RevoluteJoint_GetUpperLimitSource · box2d.odin:1352
Get the revolute joint upper limit in radians
RevoluteJoint_IsLimitEnabled ¶C · b2RevoluteJoint_IsLimitEnabledSource · box2d.odin:1355
Is the revolute joint limit enabled?
RevoluteJoint_IsMotorEnabled ¶C · b2RevoluteJoint_IsMotorEnabledSource · box2d.odin:1358
Is the revolute joint motor enabled?
RevoluteJoint_IsSpringEnabled ¶C · b2RevoluteJoint_IsSpringEnabledSource · box2d.odin:1361
Is the revolute angular spring enabled?
RevoluteJoint_SetLimits ¶C · b2RevoluteJoint_SetLimitsSource · box2d.odin:1365
Set the revolute joint limits in radians. It is expected that lower <= upper and that -0.99 * B2_PI <= lower && upper <= 0.99 * B2_PI.
RevoluteJoint_SetMaxMotorTorque ¶C · b2RevoluteJoint_SetMaxMotorTorqueSource · box2d.odin:1368
Set the revolute joint maximum motor torque, usually in newton-meters
RevoluteJoint_SetSpringDampingRatio ¶C · b2RevoluteJoint_SetSpringDampingRatioSource · box2d.odin:1371
Set the revolute joint spring damping ratio, non-dimensional
RevoluteJoint_SetSpringHertz ¶C · b2RevoluteJoint_SetSpringHertzSource · box2d.odin:1374
Set the revolute joint spring stiffness in Hertz
RevoluteJoint_SetTargetAngle ¶C · b2RevoluteJoint_SetTargetAngleSource · box2d.odin:1377
Set the revolute joint spring target angle, radians
RevoluteJoint_SetTargetMotorSpeed ¶C · b2RevoluteJoint_SetTargetMotorSpeedSource · box2d.odin:1380
Set the revolute joint motor speed in radians per second
RightPerp ¶
Get a right pointing perpendicular vector. Equivalent to b2CrossVS(v, 1)
Rot_GetXAxis ¶
Get the x-axis
Rot_GetYAxis ¶
Get the y-axis
RotateVector ¶
Rotate a vector
RoundDownFloat ¶
Narrow a world coordinate to float, rounding toward negative infinity. With large world mode off this is a plain conversion.
RoundUpFloat ¶
Narrow a world coordinate to float, rounding toward positive infinity. With large world mode off this is a plain conversion.
SPECULATIVE_DISTANCE ¶
@(require_results) SPECULATIVE_DISTANCE :: proc "c" () -> f32 {…}
Box2D uses limited speculative collision. This reduces jitter. Normally this is 2cm.
SetAllocator ¶C · b2SetAllocatorSource · box2d.odin:441
SetAllocator :: proc "c" (allocFcn: AllocCallbackFcn, freeFcn: FreeCallbackFcn) ---
This allows the user to override the allocation functions. These should be set during application startup.
SetAssertCallback ¶C · b2SetAssertCallbackSource · box2d.odin:445
SetAssertCallback :: proc "c" (assertFcn: AssertCallbackFcn) ---
Override the default assert function @param assertFcn a non-null assert callback
SetLengthUnitsPerMeter ¶C · b2SetLengthUnitsPerMeterSource · box2d.odin:459
SetLengthUnitsPerMeter :: proc "c" (lengthUnits: f32) ---
Box2D bases all length units on meters, but you may need different units for your game. You can set this value to use different units. This should be done at application startup and only modified once. Default value is 1. For example, if your game uses pixels for units you can use pixels for all length values sent to Box2D. There should be no extra cost. However, Box2D has some internal tolerances and thresholds that have been tuned for meters. By calling this function, Box2D is able to adjust those tolerances and thresholds to improve accuracy. A good rule of thumb is to pass the height of your player character to this function. So if your player character is 32 pixels high, then pass 32 to this function. Then you may confidently use pixels for all the length values sent to Box2D. All length values returned from Box2D will also be pixels because Box2D does not do any scaling internally. However, you are now on the hook for coming up with good values for gravity, density, and forces. @warning This must be modified before any calls to Box2D
External examples raylib/box2d
SetLogCallback ¶C · b2SetLogCallbackSource · box2d.odin:463
SetLogCallback :: proc "c" (logFcn: LogCallbackFcn) ---
Override the default log function @param logFcn a non-null log callback
Shape_ApplyWind ¶C · b2Shape_ApplyWindSource · box2d.odin:1394
Apply a wind force to the body for this shape using the density of air. This considers the projected area of the shape in the wind direction. This also considers the relative velocity of the shape. @param shapeId the shape id @param wind the wind velocity in world space @param drag the drag coefficient, the force that opposes the relative velocity @param lift the lift coefficient, the force that is perpendicular to the relative velocity @param wake should this wake the body
Shape_AreContactEventsEnabled ¶C · b2Shape_AreContactEventsEnabledSource · box2d.odin:1397
Returns true if contact events are enabled
Shape_AreHitEventsEnabled ¶C · b2Shape_AreHitEventsEnabledSource · box2d.odin:1400
Returns true if hit events are enabled
Shape_ArePreSolveEventsEnabled ¶C · b2Shape_ArePreSolveEventsEnabledSource · box2d.odin:1403
Returns true if pre-solve events are enabled
Shape_AreSensorEventsEnabled ¶C · b2Shape_AreSensorEventsEnabledSource · box2d.odin:1406
Returns true if sensor events are enabled.
Shape_CastRay ¶C · b2Shape_CastRaySource · box2d.odin:1410
Shape_CastRay :: proc "c" ( shapeId: ShapeId, origin: [2]f32, translation: [2]f32, ) -> CastOutput ---
Ray cast a single shape. The ray starts at the origin and extends by the translation. The output point is a world position.
Shape_ComputeMassData ¶C · b2Shape_ComputeMassDataSource · box2d.odin:1413
Compute the mass data for a shape
Shape_EnableContactEvents ¶C · b2Shape_EnableContactEventsSource · box2d.odin:1419
Enable contact events for this shape. Only applies to kinematic and dynamic bodies. Ignored for sensors. @see b2ShapeDef::enableContactEvents @warning changing this at run-time may lead to lost begin/end events
Shape_EnableHitEvents ¶C · b2Shape_EnableHitEventsSource · box2d.odin:1423
Enable contact hit events for this shape. Ignored for sensors. @see b2WorldDef::hitEventThreshold
Shape_EnablePreSolveEvents ¶C · b2Shape_EnablePreSolveEventsSource · box2d.odin:1428
Enable pre-solve contact events for this shape. Only applies to dynamic bodies. These are expensive and must be carefully handled due to multithreading. Ignored for sensors. @see b2PreSolveCallbackFcn
Shape_EnableSensorEvents ¶C · b2Shape_EnableSensorEventsSource · box2d.odin:1432
Enable sensor events for this shape. @see b2ShapeDef::enableSensorEvents
Shape_GetBody ¶C · b2Shape_GetBodySource · box2d.odin:1435
Get the id of the body that a shape is attached to
Shape_GetBounds ¶C · b2Shape_GetBoundsSource · box2d.odin:1438
Get the current world AABB
Shape_GetCapsule ¶C · b2Shape_GetCapsuleSource · box2d.odin:1441
Get a copy of the shape's capsule. Asserts the type is correct.
Shape_GetChainSegment ¶C · b2Shape_GetChainSegmentSource · box2d.odin:1445
Shape_GetChainSegment :: proc "c" (shapeId: ShapeId) -> ChainSegment ---
Get a copy of the shape's chain segment. These come from chain shapes. Asserts the type is correct.
Shape_GetCircle ¶C · b2Shape_GetCircleSource · box2d.odin:1448
Get a copy of the shape's circle. Asserts the type is correct.
Shape_GetClosestPoint ¶C · b2Shape_GetClosestPointSource · box2d.odin:1451
Get the closest point on a shape to a target point. Target and result are world positions.
Shape_GetContactCapacity ¶C · b2Shape_GetContactCapacitySource · box2d.odin:1454
Get the maximum capacity required for retrieving all the touching contacts on a shape
Shape_GetContactData ¶
@(require_results) Shape_GetContactData :: proc "c" ( shapeId: ShapeId, contactData: []ContactData, ) -> []ContactData {…}
Get the touching contact data for a shape. The provided shapeId will be either shapeIdA or shapeIdB on the contact data. @note Box2D uses speculative collision so some contact points may be separated. @returns the number of elements filled in the provided array @warning do not ignore the return value, it specifies the valid number of elements
Shape_GetDensity ¶C · b2Shape_GetDensitySource · box2d.odin:1457
Get the density of a shape, usually in kg/m^2
Shape_GetFilter ¶C · b2Shape_GetFilterSource · box2d.odin:1460
Get the shape filter
Shape_GetFriction ¶C · b2Shape_GetFrictionSource · box2d.odin:1463
Get the friction of a shape
Shape_GetParentChain ¶C · b2Shape_GetParentChainSource · box2d.odin:1466
Get the parent chain id if the shape type is a chain segment, otherwise returns b2_nullChainId.
Shape_GetPolygon ¶C · b2Shape_GetPolygonSource · box2d.odin:1469
Get a copy of the shape's convex polygon. Asserts the type is correct.
Shape_GetRestitution ¶C · b2Shape_GetRestitutionSource · box2d.odin:1472
Get the shape restitution
Shape_GetSegment ¶C · b2Shape_GetSegmentSource · box2d.odin:1475
Get a copy of the shape's line segment. Asserts the type is correct.
Shape_GetSensorCapacity ¶C · b2Shape_GetSensorCapacitySource · box2d.odin:1481
Get the maximum capacity required for retrieving all the overlapped shapes on a sensor shape. This returns 0 if the provided shape is not a sensor. @param shapeId the id of a sensor shape @returns the required capacity to get all the overlaps in b2Shape_GetSensorData
Shape_GetSensorData ¶
@(require_results) Shape_GetSensorData :: proc "c" (shapeId: ShapeId, visitorIds: []ShapeId) -> []ShapeId {…}
Get the overlap data for a sensor shape computed during the previous world step. @param shapeId the id of a sensor shape @param visitorIds a user allocated array that is filled with the overlapping shapes (visitors) @param capacity the capacity of visitorIds @returns the number of elements filled in the provided array @warning do not ignore the return value, it specifies the valid number of elements @warning overlaps may contain destroyed shapes so use b2Shape_IsValid to confirm each overlap
Shape_GetSurfaceMaterial ¶C · b2Shape_GetSurfaceMaterialSource · box2d.odin:1484
Shape_GetSurfaceMaterial :: proc "c" (shapeId: ShapeId) -> SurfaceMaterial ---
Get the shape surface material
Shape_GetType ¶C · b2Shape_GetTypeSource · box2d.odin:1487
Get the type of a shape
Shape_GetUserData ¶C · b2Shape_GetUserDataSource · box2d.odin:1490
Get the user data for a shape. This is useful when you get a shape id from an event or query.
Shape_GetUserMaterial ¶C · b2Shape_GetUserMaterialSource · box2d.odin:1493
Get the user material identifier
Shape_GetWorld ¶C · b2Shape_GetWorldSource · box2d.odin:1496
Get the world that owns this shape
Shape_IsSensor ¶C · b2Shape_IsSensorSource · box2d.odin:1500
Returns true if the shape is a sensor. It is not possible to change a shape from sensor to solid dynamically because this breaks the contract for sensor events.
Shape_IsValid ¶C · b2Shape_IsValidSource · box2d.odin:1503
Shape identifier validation. Provides validation for up to 64K allocations.
Shape_SetCapsule ¶C · b2Shape_SetCapsuleSource · box2d.odin:1508
Allows you to change a shape to be a capsule or update the current capsule. This does not modify the mass properties. @see b2Body_UpdateMassFromShapes
Shape_SetChainSegment ¶C · b2Shape_SetChainSegmentSource · box2d.odin:1513
Shape_SetChainSegment :: proc "c" (shapeId: ShapeId, #by_ptr chainSegment: ChainSegment) ---
Allows you to change a shape to be a loose chain segment or update the current chain segment. The resulting shape does not belong to a chain shape. Asserts if the shape is already a chain segment owned by a chain shape (chainId != B2_NULL_INDEX).
Shape_SetCircle ¶C · b2Shape_SetCircleSource · box2d.odin:1518
Allows you to change a shape to be a circle or update the current circle. This does not modify the mass properties. @see b2Body_UpdateMassFromShapes
Shape_SetDensity ¶C · b2Shape_SetDensitySource · box2d.odin:1523
Set the mass density of a shape, usually in kg/m^2. This will optionally update the mass properties on the parent body. @see b2ShapeDef::density, b2Body_UpdateMassFromShapes
Shape_SetFilter ¶C · b2Shape_SetFilterSource · box2d.odin:1529
Set the current filter. This is almost as expensive as recreating the shape. This may cause contacts to be immediately destroyed. However contacts are not created until the next world step. Sensor overlap state is also not updated until the next world step. @see b2ShapeDef::filter
Shape_SetFriction ¶C · b2Shape_SetFrictionSource · box2d.odin:1532
Set the friction on a shape
Shape_SetPolygon ¶C · b2Shape_SetPolygonSource · box2d.odin:1537
Allows you to change a shape to be a polygon or update the current polygon. This does not modify the mass properties. @see b2Body_UpdateMassFromShapes
Shape_SetRestitution ¶C · b2Shape_SetRestitutionSource · box2d.odin:1540
Set the shape restitution (bounciness)
Shape_SetSegment ¶C · b2Shape_SetSegmentSource · box2d.odin:1543
Allows you to change a shape to be a segment or update the current segment.
Shape_SetSurfaceMaterial ¶C · b2Shape_SetSurfaceMaterialSource · box2d.odin:1546
Shape_SetSurfaceMaterial :: proc "c" ( shapeId: ShapeId, #by_ptr surfaceMaterial: SurfaceMaterial, ) ---
Set the shape surface material
Shape_SetUserData ¶C · b2Shape_SetUserDataSource · box2d.odin:1549
Set the user data for a shape
Shape_SetUserMaterial ¶C · b2Shape_SetUserMaterialSource · box2d.odin:1552
Set the user material identifier
Shape_TestPoint ¶C · b2Shape_TestPointSource · box2d.odin:1555
Test a world point for overlap with a shape
Solve22 ¶
Solve A * x = b, where b is a column vector. This is more efficient than computing the inverse in one-shot cases.
SolvePlanes ¶
@(require_results) SolvePlanes :: proc "c" (targetDelta: [2]f32, planes: []CollisionPlane) -> PlaneSolverResult {…}
Solves the position of a mover that satisfies the given collision planes. @param targetDelta the desired translation from the position used to generate the collision planes @param planes the collision planes @param count the number of collision planes
SpringDamper ¶
@(require_results) SpringDamper :: proc "c" (hertz, dampingRatio, position, velocity, timeStep: f32) -> f32 {…}
One-dimensional mass-spring-damper simulation. Returns the new velocity given the position and time step. You can then compute the new position using: position += timeStep * newVelocity This drives towards a zero position. By using implicit integration we get a stable solution that doesn't require transcendental functions.
StoreBodyId ¶
Store a body id into a u64.
StoreChainId ¶
Store a chain id into a u64.
StoreContactId ¶
Store a contact id.
StoreJointId ¶
Store a joint id into a u64.
StoreShapeId ¶
Store a shape id into a u64.
StoreWorldId ¶
Store a world id into a u32.
Sub ¶
@(deprecated="Prefer 'a - b'") @(require_results) Sub :: proc "c" (a, b: [2]f32) -> [2]f32 {…}
Vector subtraction
SubPos ¶
a - b, demoted to float. The primary precision boundary operation.
ToPos ¶
Convert a vector to a world position. No-op in single precision.
ToRelativeTransform ¶
@(require_results) ToRelativeTransform :: proc "c" (t: Transform, base: [2]f32) -> (r: Transform) {…}
Shift a world transform into the frame of a base position.
ToVec2 ¶
Lossy conversion of a world position to a float vector. No-op in single precision.
TransformPoint ¶
Transform a point (e.g. local space to world space)
TransformPolygon ¶C · b2TransformPolygonSource · box2d.odin:466
Transform a polygon. This is useful for transferring a shape from one body to another.
TransformWorldPoint ¶
Transform a local point to a world position. Rotation in float, translation in double.
UnwindAngle ¶
Convert any angle into the range [-pi, pi]. This does not work well with huge angles, so unwind your angles regularly.
ValidateHull ¶C · b2ValidateHullSource · box2d.odin:473
This determines if a hull is valid. Checks for:
- convexity
- collinear points
This is expensive and should not be called at runtime.
ValidateRecording ¶C · b2ValidateRecordingSource · box2d.odin:480
Replay a recording by re-running the engine and asserting recorded ids and state match. @param data Recorded bytes. @param size Number of recorded bytes @param workerCount Worker count to use for replay. 0 uses the serial single-worker fallback. @return true if replay completed without divergence, false on any mismatch
WeldJoint_GetAngularDampingRatio ¶C · b2WeldJoint_GetAngularDampingRatioSource · box2d.odin:1562
Get the weld joint angular damping ratio, non-dimensional
WeldJoint_GetAngularHertz ¶C · b2WeldJoint_GetAngularHertzSource · box2d.odin:1565
Get the weld joint angular stiffness in Hertz
WeldJoint_GetLinearDampingRatio ¶C · b2WeldJoint_GetLinearDampingRatioSource · box2d.odin:1568
Get the weld joint linear damping ratio (non-dimensional)
WeldJoint_GetLinearHertz ¶C · b2WeldJoint_GetLinearHertzSource · box2d.odin:1571
Get the weld joint linear stiffness in Hertz
WeldJoint_SetAngularDampingRatio ¶C · b2WeldJoint_SetAngularDampingRatioSource · box2d.odin:1574
Set weld joint angular damping ratio, non-dimensional
WeldJoint_SetAngularHertz ¶C · b2WeldJoint_SetAngularHertzSource · box2d.odin:1577
Set the weld joint angular stiffness in Hertz. 0 is rigid.
WeldJoint_SetLinearDampingRatio ¶C · b2WeldJoint_SetLinearDampingRatioSource · box2d.odin:1580
Set the weld joint linear damping ratio (non-dimensional)
WeldJoint_SetLinearHertz ¶C · b2WeldJoint_SetLinearHertzSource · box2d.odin:1583
Set the weld joint linear stiffness in Hertz. 0 is rigid.
WheelJoint_EnableLimit ¶C · b2WheelJoint_EnableLimitSource · box2d.odin:1590
Enable/disable the wheel joint limit
WheelJoint_EnableMotor ¶C · b2WheelJoint_EnableMotorSource · box2d.odin:1593
Enable/disable the wheel joint motor
WheelJoint_EnableSpring ¶C · b2WheelJoint_EnableSpringSource · box2d.odin:1596
Enable/disable the wheel joint spring
WheelJoint_GetCurrentMotorTorque ¶C · b2WheelJoint_GetCurrentMotorTorqueSource · box2d.odin:1599
Get the wheel joint current motor torque, usually in newton-meters
WheelJoint_GetLowerLimit ¶C · b2WheelJoint_GetLowerLimitSource · box2d.odin:1602
Get the wheel joint lower limit
WheelJoint_GetMaxMotorTorque ¶C · b2WheelJoint_GetMaxMotorTorqueSource · box2d.odin:1605
Get the wheel joint maximum motor torque, usually in newton-meters
WheelJoint_GetSpringDampingRatio ¶C · b2WheelJoint_GetSpringDampingRatioSource · box2d.odin:1608
Get the wheel joint damping ratio, non-dimensional
WheelJoint_GetSpringHertz ¶C · b2WheelJoint_GetSpringHertzSource · box2d.odin:1611
Get the wheel joint stiffness in Hertz
WheelJoint_GetTargetMotorSpeed ¶C · b2WheelJoint_GetTargetMotorSpeedSource · box2d.odin:1614
Get the wheel joint motor speed in radians per second
WheelJoint_GetUpperLimit ¶C · b2WheelJoint_GetUpperLimitSource · box2d.odin:1617
Get the wheel joint upper limit
WheelJoint_IsLimitEnabled ¶C · b2WheelJoint_IsLimitEnabledSource · box2d.odin:1620
Is the wheel joint limit enabled?
WheelJoint_IsMotorEnabled ¶C · b2WheelJoint_IsMotorEnabledSource · box2d.odin:1623
Is the wheel joint motor enabled?
WheelJoint_IsSpringEnabled ¶C · b2WheelJoint_IsSpringEnabledSource · box2d.odin:1626
Is the wheel joint spring enabled?
WheelJoint_SetLimits ¶C · b2WheelJoint_SetLimitsSource · box2d.odin:1629
Set the wheel joint limits
WheelJoint_SetMaxMotorTorque ¶C · b2WheelJoint_SetMaxMotorTorqueSource · box2d.odin:1632
Set the wheel joint maximum motor torque, usually in newton-meters
WheelJoint_SetSpringDampingRatio ¶C · b2WheelJoint_SetSpringDampingRatioSource · box2d.odin:1635
Set the wheel joint damping ratio, non-dimensional
WheelJoint_SetSpringHertz ¶C · b2WheelJoint_SetSpringHertzSource · box2d.odin:1638
Set the wheel joint stiffness in Hertz
WheelJoint_SetTargetMotorSpeed ¶C · b2WheelJoint_SetTargetMotorSpeedSource · box2d.odin:1641
Set the wheel joint motor speed in radians per second
World_CastMover ¶C · b2World_CastMoverSource · box2d.odin:1650
World_CastMover :: proc "c" ( worldId: WorldId, origin: [2]f32, #by_ptr mover: Capsule, translation: [2]f32, filter: QueryFilter, ) -> f32 ---
Cast a capsule mover through the world. This is a special shape cast that handles sliding along other shapes while reducing clipping. The mover capsule is relative to the origin. Near the origin pass b2Pos_zero and a world capsule. Returns the translation fraction at the first hit.
World_CastRay ¶C · b2World_CastRaySource · box2d.odin:1662
World_CastRay :: proc "c" ( worldId: WorldId, origin: [2]f32, translation: [2]f32, filter: QueryFilter, fcn: CastResultCallbackFcn, userContext: rawptr, ) -> TreeStats ---
Cast a ray into the world to collect shapes in the path of the ray. Your callback function controls whether you get the closest point, any point, or n-points. @note The callback function may receive shapes in any order @param worldId The world to cast the ray against @param origin The start point of the ray @param translation The translation of the ray from the start point to the end point @param filter Contains bit flags to filter unwanted shapes from the results @param fcn A user implemented callback function @param context A user context that is passed along to the callback function @return traversal performance counters
World_CastRayClosest ¶C · b2World_CastRayClosestSource · box2d.odin:1667
World_CastRayClosest :: proc "c" ( worldId: WorldId, origin: [2]f32, translation: [2]f32, filter: QueryFilter, ) -> RayResult ---
Cast a ray into the world to collect the closest hit. This is a convenience function. Ignores initial overlap. This is less general than b2World_CastRay() and does not allow for custom filtering.
World_CastShape ¶C · b2World_CastShapeSource · box2d.odin:1672
World_CastShape :: proc "c" ( worldId: WorldId, origin: [2]f32, #by_ptr proxy: ShapeProxy, translation: [2]f32, filter: QueryFilter, fcn: CastResultCallbackFcn, userContext: rawptr, ) -> TreeStats ---
Cast a shape through the world. Similar to a ray cast except that a shape is cast instead of a point. The proxy points are relative to the origin. Callback points are world positions. @see b2World_CastRay
World_CollideMover ¶C · b2World_CollideMoverSource · box2d.odin:1677
World_CollideMover :: proc "c" ( worldId: WorldId, origin: [2]f32, #by_ptr mover: Capsule, filter: QueryFilter, fcn: PlaneResultCallbackFcn, userContext: rawptr, ) ---
Collide a capsule mover with the world, gathering collision planes that can be fed to b2SolvePlanes. Useful for kinematic character movement. The mover capsule and the resulting planes are relative to the origin.
World_Draw ¶C · b2World_DrawSource · box2d.odin:1680
Call this to draw shapes and other debug draw data
World_DumpMemoryStats ¶C · b2World_DumpMemoryStatsSource · box2d.odin:1683
World_DumpMemoryStats :: proc "c" (worldId: WorldId) ---
Dump memory stats to box2d_memory.txt
World_EnableContinuous ¶C · b2World_EnableContinuousSource · box2d.odin:1689
Enable/disable continuous collision between dynamic and static bodies. Generally you should keep continuous collision enabled to prevent fast moving objects from going through static objects. The performance gain from disabling continuous collision is minor. @see b2WorldDef
World_EnableRestitutionPropagation ¶C · b2World_EnableRestitutionPropagationSource · box2d.odin:1693
Enable/disable restitution propagation. @see b2WorldDef::enableRestitutionPropagation
World_EnableSSE2Fallback ¶C · b2World_EnableSSE2FallbackSource · box2d.odin:1696
Force SSE2 to be used even when AVX2 is available. This is for testing.
World_EnableSleeping ¶C · b2World_EnableSleepingSource · box2d.odin:1701
Enable/disable sleep. If your application does not need sleeping, you can gain some performance by disabling sleep completely at the world level. @see b2WorldDef
World_EnableWarmStarting ¶C · b2World_EnableWarmStartingSource · box2d.odin:1705
Enable/disable constraint warm starting. Advanced feature for testing. Disabling warm starting greatly reduces stability and provides no performance gain.
World_Explode ¶C · b2World_ExplodeSource · box2d.odin:1710
World_Explode :: proc "c" (worldId: WorldId, #by_ptr explosionDef: ExplosionDef) ---
Apply a radial explosion @param worldId The world id @param explosionDef The explosion definition
World_GetAwakeBodyCount ¶C · b2World_GetAwakeBodyCountSource · box2d.odin:1713
Get the number of awake bodies.
World_GetBodyEvents ¶C · b2World_GetBodyEventsSource · box2d.odin:1717
World_GetBodyEvents :: proc "c" (worldId: WorldId) -> BodyEvents ---
Get the body events for the current time step. The event data is transient. Do not store a reference to this data.
World_GetBounds ¶C · b2World_GetBoundsSource · box2d.odin:1720
Call this to get the world bounds based on the union of all shape bounds.
World_GetContactEvents ¶C · b2World_GetContactEventsSource · box2d.odin:1724
World_GetContactEvents :: proc "c" (worldId: WorldId) -> ContactEvents ---
Get contact events for the current time step. The event data is transient. Do not store a reference to this data.
World_GetContactRecycleDistance ¶C · b2World_GetContactRecycleDistanceSource · box2d.odin:1727
Get the contact point recycling distance. Usually in meters.
World_GetContactTuning ¶C · b2World_GetContactTuningSource · box2d.odin:1730
World_GetContactTuning :: proc "c" ( worldId: WorldId, hertz: ^f32, dampingRatio: ^f32, pushSpeed: ^f32, ) ---
Get the contact tuning.
World_GetCounters ¶C · b2World_GetCountersSource · box2d.odin:1733
Get world counters and sizes
World_GetGravity ¶C · b2World_GetGravitySource · box2d.odin:1736
Get the gravity vector
World_GetHitEventThreshold ¶C · b2World_GetHitEventThresholdSource · box2d.odin:1739
Get the hit event speed threshold. Usually in meters per second.
World_GetJointEvents ¶C · b2World_GetJointEventsSource · box2d.odin:1743
World_GetJointEvents :: proc "c" (worldId: WorldId) -> JointEvents ---
Get the joint events for the current time step. The event data is transient. Do not store a reference to this data.
World_GetMaxCapacity ¶C · b2World_GetMaxCapacitySource · box2d.odin:1746
Get max capacity. This can be used with b2WorldDef to avoid run-time allocations and copies
World_GetMaxLinearSpeed ¶C · b2World_GetMaxLinearSpeedSource · box2d.odin:1749
Get the maximum linear speed. Usually in m/s.
World_GetProfile ¶C · b2World_GetProfileSource · box2d.odin:1752
Get the current world performance profile
World_GetRestitutionIterations ¶C · b2World_GetRestitutionIterationsSource · box2d.odin:1755
Get the number of iterations used by the restitution solver.
World_GetRestitutionThreshold ¶C · b2World_GetRestitutionThresholdSource · box2d.odin:1758
Get the restitution speed threshold. Usually in meters per second.
World_GetSensorEvents ¶C · b2World_GetSensorEventsSource · box2d.odin:1762
World_GetSensorEvents :: proc "c" (worldId: WorldId) -> SensorEvents ---
Get sensor events for the current time step. The event data is transient. Do not store a reference to this data.
World_GetSnapshot ¶C · b2World_GetSnapshotSource · box2d.odin:1772
Write a snapshot of the world's simulation state into a caller-owned buffer. Call once with image == NULL to get the required size, then again with a buffer of at least that size. Must be called at a step boundary. @param worldId The world to snapshot @param image Destination buffer, or NULL to query the size @param capacity Size of image in bytes, ignored when querying @return The number of bytes the snapshot needs. If it exceeds capacity nothing is written. Returns 0 if the world is mid-step.
World_GetStateHash ¶C · b2World_GetStateHashSource · box2d.odin:1776
Compute a hash of the simulation state. Use this to detect desyncs, for example in rollback resimulation.
World_GetUserData ¶C · b2World_GetUserDataSource · box2d.odin:1779
Get the user data pointer.
World_GetWorkerCount ¶C · b2World_GetWorkerCountSource · box2d.odin:1782
Get the worker count.
World_IsContinuousEnabled ¶C · b2World_IsContinuousEnabledSource · box2d.odin:1785
Is continuous collision enabled?
World_IsRestitutionPropagationEnabled ¶C · b2World_IsRestitutionPropagationEnabledSource · box2d.odin:1788
Is restitution propagation enabled?
World_IsSleepingEnabled ¶C · b2World_IsSleepingEnabledSource · box2d.odin:1791
Is body sleeping enabled?
World_IsValid ¶C · b2World_IsValidSource · box2d.odin:1794
World id validation. Provides validation for up to 64K allocations.
World_IsWarmStartingEnabled ¶C · b2World_IsWarmStartingEnabledSource · box2d.odin:1797
Is constraint warm starting enabled?
World_OverlapAABB ¶C · b2World_OverlapAABBSource · box2d.odin:1802
World_OverlapAABB :: proc "c" ( worldId: WorldId, origin: [2]f32, aabb: AABB, filter: QueryFilter, fcn: OverlapResultCallbackFcn, userContext: rawptr, ) -> TreeStats ---
Overlap test for all shapes that potentially overlap the provided AABB. The AABB is relative to the origin, which keeps the test precise far from the world origin in large world mode. Near the origin pass b2Pos_zero and a world AABB.
World_OverlapShape ¶C · b2World_OverlapShapeSource · box2d.odin:1806
World_OverlapShape :: proc "c" ( worldId: WorldId, origin: [2]f32, #by_ptr proxy: ShapeProxy, filter: QueryFilter, fcn: OverlapResultCallbackFcn, userContext: rawptr, ) -> TreeStats ---
Overlap test for all shapes that overlap the provided shape proxy. The proxy points are relative to the origin. Near the origin pass b2Pos_zero and world points.
World_RebuildStaticTree ¶C · b2World_RebuildStaticTreeSource · box2d.odin:1809
World_RebuildStaticTree :: proc "c" (worldId: WorldId) ---
This is for internal testing
World_RestoreFromSnapshot ¶C · b2World_RestoreFromSnapshotSource · box2d.odin:1820
Restore a world's simulation state from a snapshot image. The b2WorldId and ids held from this same world stay valid for objects that existed at the snapshot instant. Callbacks and threading configuration are preserved. User data on shapes, bodies, and joints is nulled. @param worldId The world to restore into @param image A snapshot image produced by b2World_GetSnapshot @param size Size of image in bytes @return true on success. On a rejected image (bad magic, version, or layout) the world is left unchanged. A corrupt payload detected after the rebuild begins returns false and leaves the world unusable, so the caller must destroy it.
World_SetContactRecycleDistance ¶C · b2World_SetContactRecycleDistanceSource · box2d.odin:1824
Set the contact point recycling distance. Setting this to zero disables contact point recycling. Usually in meters.
World_SetContactTuning ¶C · b2World_SetContactTuningSource · box2d.odin:1832
World_SetContactTuning :: proc "c" ( worldId: WorldId, hertz: f32, dampingRatio: f32, pushSpeed: f32, ) ---
Adjust contact tuning parameters @param worldId The world id @param hertz The contact stiffness (cycles per second) @param dampingRatio The contact bounciness with 1 being critical damping (non-dimensional) @param pushSpeed The maximum contact constraint push out speed (meters per second) @note Advanced feature
World_SetCustomFilterCallback ¶C · b2World_SetCustomFilterCallbackSource · box2d.odin:1835
World_SetCustomFilterCallback :: proc "c" ( worldId: WorldId, fcn: CustomFilterCallbackFcn, userContext: rawptr, ) ---
Register the custom filter callback. This is optional.
World_SetFrictionCallback ¶C · b2World_SetFrictionCallbackSource · box2d.odin:1838
World_SetFrictionCallback :: proc "c" (worldId: WorldId, callback: FrictionCallbackFcn) ---
Set the friction callback. Passing NULL resets to default.
World_SetGravity ¶C · b2World_SetGravitySource · box2d.odin:1843
Set the gravity vector for the entire world. Box2D has no concept of an up direction and this is left as a decision for the application. Usually in m/s^2. @see b2WorldDef
World_SetHitEventThreshold ¶C · b2World_SetHitEventThresholdSource · box2d.odin:1848
Adjust the hit event threshold. This controls the collision speed needed to generate a b2ContactHitEvent. Usually in meters per second. @see b2WorldDef::hitEventThreshold
World_SetMaxLinearSpeed ¶C · b2World_SetMaxLinearSpeedSource · box2d.odin:1851
Set the maximum linear speed. Usually in m/s.
World_SetPreSolveCallback ¶C · b2World_SetPreSolveCallbackSource · box2d.odin:1854
World_SetPreSolveCallback :: proc "c" ( worldId: WorldId, preSolveFcn: PreSolveCallbackFcn, preContinuousFcn: PreContinuousCallbackFcn, userContext: rawptr, ) ---
Register the pre-solve and pre-continuous callbacks. This is optional.
World_SetRestitutionCallback ¶C · b2World_SetRestitutionCallbackSource · box2d.odin:1857
World_SetRestitutionCallback :: proc "c" (worldId: WorldId, callback: RestitutionCallbackFcn) ---
Set the restitution callback. Passing NULL resets to default.
World_SetRestitutionIterations ¶C · b2World_SetRestitutionIterationsSource · box2d.odin:1861
Set the number of iterations used by the restitution solver. @see B2_MAX_RESTITUTION_ITERATIONS
World_SetRestitutionThreshold ¶C · b2World_SetRestitutionThresholdSource · box2d.odin:1866
Adjust the restitution threshold. It is recommended not to make this value very small because it will prevent bodies from sleeping. Usually in meters per second. @see b2WorldDef
World_SetUserData ¶C · b2World_SetUserDataSource · box2d.odin:1869
Set the user data pointer.
World_SetWorkerCount ¶C · b2World_SetWorkerCountSource · box2d.odin:1872
Set the worker count. Must be in the range [1, B2_MAX_WORKERS]
World_StartRecording ¶C · b2World_StartRecordingSource · box2d.odin:1880
Begin recording the world into @p recording. Serializes a snapshot of the current world as the seed, then logs every mutating call. Call at a step boundary, before or after creating bodies. Start before the first step to capture the whole session. No effect if already recording or if the world is locked. @param worldId The world to record @param recording A recording buffer from b2CreateRecording
World_Step ¶C · b2World_StepSource · box2d.odin:1888
Simulate a world for one time step. This performs collision detection, integration, and constraint solution. @param worldId The world to simulate @param timeStep The amount of time to simulate, this should be a fixed number. Usually 1/60. @param subStepCount The number of sub-steps, increasing the sub-step count can increase accuracy. Usually 4.
External examples raylib/box2d
World_StopRecording ¶C · b2World_StopRecordingSource · box2d.odin:1892
World_StopRecording :: proc "c" (worldId: WorldId) ---
Stop recording. The recording buffer keeps its bytes. Save and destroy it yourself. @param worldId The world being recorded
Procedure Groups
This section is empty.
Source Files
- base.odin
- box2d.odin
- collision.odin
- constants.odin
- id.odin
- id_helpers.odin
- lib.odin
- math_functions.odin
- types.odin
Generation Information
Generated with odin version dev-2026-11 (vendor "odin") Windows_amd64 @ 2026-11-02 00:06:06.977463700 +0000 UTC